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Fishing2/Assets/ThirdParty/LuxWater/Demos/Shaders/WavingGrass.shader
2025-05-10 12:49:47 +08:00

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/TerrainEngine/Details/WavingDoublePass" {
Properties {
_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
_Cutoff ("Cutoff", float) = 0.5
}
SubShader {
Tags {
"Queue" = "Geometry+200"
"IgnoreProjector"="True"
"RenderType"="Grass"
"DisableBatching"="True"
}
Cull Off
LOD 200
// ColorMask RGB // <-- This broke underwater rendering?!
CGPROGRAM
#pragma surface surf Lambert vertex:WavingGrassVert addshadow
// exclude_path:deferred
#include "TerrainEngine.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a;
clip (o.Alpha - _Cutoff);
o.Alpha *= IN.color.a;
}
ENDCG
}
Fallback Off
}