Files
UltimateFishing/Assets/Shader/uNature_FoliageShader_Basic.shader
2026-02-21 16:45:37 +08:00

96 lines
3.3 KiB
GLSL

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<float4> _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"
}