66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
Shader "InfiniGRASS/InfiniGrass Directional Wind" {
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Properties {
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_Diffuse ("Diffuse", 2D) = "white" {}
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_Normal ("Normal", 2D) = "bump" {}
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_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
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_BulgeScale ("Bulge Scale", Float) = 0.2
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_BulgeShape ("Bulge Shape", Float) = 5
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_BulgeScale_copy ("Bulge Scale_copy", Float) = 1.2
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_WaveControl1 ("Waves", Vector) = (1,0.01,0.001,0)
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_TimeControl1 ("Time", Vector) = (1,10,0.02,100)
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_OceanCenter ("Ocean Center", Vector) = (0,0,0,0)
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_RandYScale ("Vary Height Ammount", Float) = 1
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_RippleScale ("Vary Height", Float) = 0
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_InteractPos ("Interact Position", Vector) = (0,0,0,1)
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_FadeThreshold ("Fade out Threshold", Float) = 100
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_StopMotionThreshold ("Stop motion Threshold", Float) = 10
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_Color ("Grass tint", Vector) = (0.5,0.8,0.5,0)
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_TintPower ("tint power", Float) = 0
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_SpecularPower ("Specular", Float) = 1
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_SmoothMotionFactor ("Smooth wave motion", Float) = 105
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_WaveXFactor ("Wave Control x axis", Float) = 1
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_WaveYFactor ("Wave Control y axis", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 _Color;
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return _Color; // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Transparent/Cutout/Diffuse"
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} |