Shader "uNature/FoliageShader_Basic" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Color ("Main Color", Vector) = (1,1,1,1) _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.3 _WindSpeed ("Wind Speed", Range(0, 5)) = 0.2 _WindBending ("Wind Bending", Range(0, 3)) = 0.1 _DensityMultiplier ("Density Multiplier", Range(0, 1)) = 1 _NoiseMultiplier ("Noise Multiplier", Range(0, 2)) = 1 MaxDensity ("Max Density", Float) = 10 [HideInInspector] _UseColorMap ("Use Color Map", Range(0, 1)) = 0 [HideInInspector] _ColorMap ("Color Map", 2D) = "white" {} [HideInInspector] _GrassMap ("Grass Map", 2D) = "white" {} [HideInInspector] _WorldMap ("Foliage World Map", 2D) = "white" {} [HideInInspector] _InteractionMap ("Foliage Interaction Map", 2D) = "black" {} [HideInInspector] _InteractionMapRadius ("Foliage Interaciton Radius", Float) = 102 [HideInInspector] _RotateNormals ("Rotate Normals", Float) = 0 _MinimumWidth ("Min Width", Float) = 1.5 _MaximumWidth ("Max Width", Float) = 2 _MinimumHeight ("Min Height", Float) = 1 _MaximumHeight ("Max Height", Float) = 1.2 lods_Enabled ("LOD Enabled", Range(0, 1)) = 1 lod0_Distance ("LOD 0 Distance", Float) = 50 lod0_Value ("LOD 0 Distance", Range(0, 1)) = 0.8 lod1_Distance ("LOD 1 Distance", Float) = 100 lod1_Value ("LOD 1 Distance", Range(0, 1)) = 0.6 lod2_Distance ("LOD 2 Distance", Float) = 120 lod2_Value ("LOD 2 Distance", Range(0, 1)) = 0.4 lod3_Distance ("LOD 3 Distance", Float) = 200 lod3_Value ("LOD 3 Distance", Range(0, 1)) = 0.2 [HideInInspector] _FoliageAreaSize ("Grass Area Size", Float) = 1024 [HideInInspector] _FoliageAreaResolution ("Grass Area Resolution", Float) = 2048 [HideInInspector] _FoliageAreaPosition ("Grass Area Position", Vector) = (1,1,1,1) [HideInInspector] _FoliageWorldMapResolution ("WorldMap Resolution", Float) = 1024 [HideInInspector] _FoliageInteractionPosition ("Interaction Position", Vector) = (0,0,0,0) [HideInInspector] _InteractionMapRadius ("Interaction Map Radius", Float) = 124 _healthyColor ("Healthy Color", Vector) = (1,1,1,1) _dryColor ("Dry Color", Vector) = (1,1,1,1) fadeDistance ("Fade Distance", Range(0, 10000)) = 100 touchBendingEnabled ("Touch Bending Enabled", Range(0, 1)) = 1 touchBendingStrength ("Touch Bending Strength", Range(0, 5)) = 0.97 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } Fallback "uNature/FoliageShader_Mobile" }