Shader "BOXOPHOBIC/The Vegetation Engine/Elements/Default/Motion Interaction" { Properties { [StyledBanner(Motion Interaction Element)] _Banner ("Banner", Float) = 0 [StyledMessage(Info, Use the Motion Interaction elements to add touch bending to the vegetation objects. Element Texture RG is used a World XZ bending and Texture A is used as interaction mask. Particle Color A is used as Element Intensity multiplier. The Noise direction is controled by the Element Texture RG direction and it is updated with particles or in play mode only., 0,0)] _Message ("Message", Float) = 0 [StyledCategory(Render Settings)] _RenderCat ("[ Render Cat ]", Float) = 0 _ElementIntensity ("Render Intensity", Range(0, 1)) = 1 [StyledMessage(Warning, When using all layers the Global Volume will create one render texture for each layer to render the elements. Try using fewer layers when possible., _ElementLayerWarning, 1, 10, 10)] _ElementLayerWarning ("Render Layer Warning", Float) = 0 [StyledMessage(Info, When using a higher Layer number the Global Volume will create more render textures to render the elements. Try using fewer layers when possible., _ElementLayerMessage, 1, 10, 10)] _ElementLayerMessage ("Render Layer Message", Float) = 0 [StyledMask(TVELayers, Default 0 Layer_1 1 Layer_2 2 Layer_3 3 Layer_4 4 Layer_5 5 Layer_6 6 Layer_7 7 Layer_8 8, 0, 0)] _ElementLayerMask ("Render Layer", Float) = 1 [Enum(Affect Material Bending,12,Affect Material Interaction,13,Affect Bending and Wind Power,14,Affect Interaction and Wind Power,15)] _ElementInteractionMode ("Render Effect", Float) = 15 [StyledCategory(Element Settings)] _ElementCat ("[ Element Cat ]", Float) = 0 [StyledTextureSingleLine] [NoScaleOffset] _MainTex ("Element Texture", 2D) = "white" {} [Space(10)] [StyledRemapSlider(_MainTexMinValue, _MainTexMaxValue, 0, 1)] _MainTexRemap ("Element Remap", Vector) = (0,0,0,0) [HideInInspector] _MainTexMinValue ("Element Min", Range(0, 1)) = 0 [HideInInspector] _MainTexMaxValue ("Element Max", Range(0, 1)) = 1 [StyledVector(9)] _MainUVs ("Element UVs", Vector) = (1,1,0,0) [StyledTextureSingleLine] _NoiseTex ("Noise Texture", 2D) = "gray" {} [StyledRemapSlider(_NoiseMinValue, _NoiseMaxValue, 0, 1, 10, 0)] _NoiseRemap ("Noise Remap", Vector) = (0,0,0,0) [HideInInspector] _NoiseMinValue ("Noise Min", Range(0, 1)) = 0 [HideInInspector] _NoiseMaxValue ("Noise Max", Range(0, 1)) = 1 _NoiseIntensityValue ("Noise Intensity", Range(0, 1)) = 0 _NoiseScaleValue ("Noise Scale", Range(0, 20)) = 1 _NoiseSpeedValue ("Noise Speed", Range(0, 2)) = 1 [Space(10)] _MotionPower ("Motion Wind Power", Range(0, 1)) = 0 [Space(10)] [StyledToggle] _ElementDirectionMode ("Use Particle Movement Direction", Float) = 0 [StyledToggle] _ElementInvertMode ("Use Inverted Element Direction", Float) = 0 [StyledCategory(Fading Settings)] _FadeCat ("[ Fade Cat ]", Float) = 0 [StyledToggle] [HDR] _ElementRaycastMode ("Enable Raycast Fading", Float) = 0 [StyledToggle] _ElementVolumeFadeMode ("Enable Volume Edge Fading", Float) = 0 [HideInInspector] _RaycastFadeValue ("Raycast Fade Mask", Float) = 1 [Space(10)] [StyledLayers()] _RaycastLayerMask ("Raycast Layer", Float) = 1 _RaycastDistanceEndValue ("Raycast Distance", Float) = 2 [ASEEnd] [StyledCategory(Advanced Settings)] _AdvancedCat ("[ Advanced Cat ]", Float) = 0 [HideInInspector] _ElementLayerValue ("Legacy Layer Value", Float) = -1 [HideInInspector] _InvertX ("Legacy Invert Mode", Float) = 0 [HideInInspector] _ElementFadeSupport ("Legacy Edge Fading", Float) = 0 [HideInInspector] _IsVersion ("_IsVersion", Float) = 710 [HideInInspector] _IsElementShader ("_IsElementShader", Float) = 1 [HideInInspector] _IsMotionElement ("_IsMotionElement", Float) = 1 [HideInInspector] _render_colormask ("_render_colormask", Float) = 15 } //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; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } //CustomEditor "TVEShaderElementGUI" }