Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/GrassSystem/AGrassWind-R.shader

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