60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
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Shader "AwesomeTechnologies/Grass/Grass" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_ColorB ("Color B", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_AG_ColorNoiseTex ("ColorNoise", 2D) = "white" {}
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_AG_ColorNoiseArea ("Color noise pos and area", Vector) = (0,0,0,1)
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_Cutoff("Cutoff" , Range(0,1)) = .5
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_Wetness("Wetness" , Range(0,1)) = 0
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_RandomDarkening("Random darkening" , Range(0,1)) = .5
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_RootAmbient("Root ambient" , Range(0,1)) = .5
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_Speed("Sine speed multiply" , Range(0,10)) = 5
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_WavesSpeed("Waves speed multiply" , Range(0,4)) = 1
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[Toggle] FAR_CULL("Use cull", Float) = 1
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_CullFarStart("Cull start" , Range(0,1000)) = 50
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_CullFarDistance("Cull fade distance" , Range(0,200)) = 10
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_WindAffectDistance("Wind affect distance" , Range(0,200)) = 50
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[Toggle] TOUCH_BEND("Use touch bend", Float) = 1
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}
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SubShader {
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Tags { "RenderType"="TransparentCutout" "Queue"="Alphatest" }
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LOD 200
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//AlphaToMask On
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Cull Off
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CGPROGRAM
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#pragma surface surf Lambert fullforwardshadows alphatest:_Cutoff vertex:vert addshadow
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#pragma target 3.0
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#pragma instancing_options procedural:setup forwardadd
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#pragma multi_compile FAR_CULL_ON __
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#pragma multi_compile TOUCH_BEND_ON __
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#define AG_GRASS_MAXIMUM_WIND_WAVE_BEND 0.2
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#define AG_GRASS_SIN_NOISE_BEND 0.02
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// vertex components
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#define AG_PHASE_SHIFT v.color.g
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#define AG_BEND_FORCE v.color.b
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#define AG_AO_MULTIPLIER v.color.r
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#ifdef FAR_CULL_ON
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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#define FAR_CULL_ON_PROCEDURAL_INSTANCING
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#else
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#define FAR_CULL_ON_SIMPLE
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#endif
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#endif
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#include "a_grass.cginc"
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#include "a_indirect.cginc"
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ENDCG
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}
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Fallback "Legacy Shaders/Transparent/Cutout/VertexLit"
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}
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