- Added trees outside the stable.
- Added a video player with horse songs preloaded. - Adjusted post-processing to be less harsh outdoors, and more visible indoors.
This commit is contained in:
@@ -0,0 +1,349 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "Standard Double Sided"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_MainTex("Albedo", 2D) = "white" {}
|
||||
|
||||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||||
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
|
||||
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
|
||||
|
||||
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
|
||||
_MetallicGlossMap("Metallic", 2D) = "white" {}
|
||||
|
||||
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
|
||||
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
|
||||
|
||||
_BumpScale("Scale", Float) = 1.0
|
||||
[Normal] _BumpMap("Normal Map", 2D) = "bump" {}
|
||||
|
||||
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
|
||||
_ParallaxMap ("Height Map", 2D) = "black" {}
|
||||
|
||||
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
|
||||
_OcclusionMap("Occlusion", 2D) = "white" {}
|
||||
|
||||
_EmissionColor("Color", Color) = (0,0,0)
|
||||
_EmissionMap("Emission", 2D) = "white" {}
|
||||
|
||||
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||
|
||||
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
|
||||
_DetailNormalMapScale("Scale", Float) = 1.0
|
||||
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
|
||||
|
||||
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
|
||||
|
||||
|
||||
// Blending state
|
||||
[HideInInspector] _Mode ("__mode", Float) = 0.0
|
||||
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
|
||||
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
|
||||
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#define UNITY_SETUP_BRDF_INPUT MetallicSetup
|
||||
ENDCG
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off
|
||||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
|
||||
LOD 300
|
||||
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Base forward pass (directional light, emission, lightmaps, ...)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _DETAIL_MULX2
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_instancing
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Additive forward pass (one light per pass)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend [_SrcBlend] One
|
||||
Fog { Color (0,0,0,0) } // in additive pass fog should be black
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local _DETAIL_MULX2
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex vertAdd
|
||||
#pragma fragment fragAdd
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Shadow rendering pass
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex vertShadowCaster
|
||||
#pragma fragment fragShadowCaster
|
||||
|
||||
#include "UnityStandardShadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Deferred pass
|
||||
Pass
|
||||
{
|
||||
Name "DEFERRED"
|
||||
Tags { "LightMode" = "Deferred" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local _DETAIL_MULX2
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
|
||||
#pragma multi_compile_prepassfinal
|
||||
#pragma multi_compile_instancing
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex vertDeferred
|
||||
#pragma fragment fragDeferred
|
||||
|
||||
#include "UnityStandardCore.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
||||
// This pass it not used during regular rendering.
|
||||
Pass
|
||||
{
|
||||
Name "META"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _DETAIL_MULX2
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
#include "UnityStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
|
||||
LOD 150
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Base forward pass (directional light, emission, lightmaps, ...)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
ZWrite [_ZWrite]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
|
||||
// SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2
|
||||
// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
|
||||
|
||||
#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Additive forward pass (one light per pass)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend [_SrcBlend] One
|
||||
Fog { Color (0,0,0,0) } // in additive pass fog should be black
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local _DETAIL_MULX2
|
||||
// SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
|
||||
#pragma skip_variants SHADOWS_SOFT
|
||||
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma vertex vertAdd
|
||||
#pragma fragment fragAdd
|
||||
#include "UnityStandardCoreForward.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Shadow rendering pass
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On ZTest LEqual
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma skip_variants SHADOWS_SOFT
|
||||
#pragma multi_compile_shadowcaster
|
||||
|
||||
#pragma vertex vertShadowCaster
|
||||
#pragma fragment fragShadowCaster
|
||||
|
||||
#include "UnityStandardShadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
||||
// This pass it not used during regular rendering.
|
||||
Pass
|
||||
{
|
||||
Name "META"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta
|
||||
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature_local _METALLICGLOSSMAP
|
||||
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _DETAIL_MULX2
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
#include "UnityStandardMeta.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
FallBack "VertexLit"
|
||||
CustomEditor "StandardShaderGUI"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a952987d105e23840abce38ffb4885c4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,54 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "Nature/Tree Creator Leaves Double Sided" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
[PowerSlider(5.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
|
||||
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
|
||||
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||
_GlossMap ("Gloss (A)", 2D) = "black" {}
|
||||
_TranslucencyMap ("Translucency (A)", 2D) = "white" {}
|
||||
_ShadowOffset ("Shadow Offset (A)", 2D) = "black" {}
|
||||
|
||||
// These are here only to provide default values
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
|
||||
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
|
||||
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
|
||||
[HideInInspector] _SquashAmount ("Squash", Float) = 1
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Cull Off
|
||||
Tags { "IgnoreProjector"="True" "RenderType"="TreeLeaf" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf TreeLeaf alphatest:_Cutoff vertex:TreeVertLeaf addshadow nolightmap noforwardadd
|
||||
#include "UnityBuiltin3xTreeLibrary.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _GlossMap;
|
||||
sampler2D _TranslucencyMap;
|
||||
half _Shininess;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
fixed4 color : COLOR; // color.a = AO
|
||||
};
|
||||
|
||||
void surf (Input IN, inout LeafSurfaceOutput o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
|
||||
o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
|
||||
o.Translucency = tex2D(_TranslucencyMap, IN.uv_MainTex).rgb;
|
||||
o.Gloss = tex2D(_GlossMap, IN.uv_MainTex).a;
|
||||
o.Alpha = c.a;
|
||||
o.Specular = _Shininess;
|
||||
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Leaves Optimized"
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e9c88301db6612c4dba9eb9cc1786e74
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user