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" }