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