80 lines
2.4 KiB
Plaintext
80 lines
2.4 KiB
Plaintext
Shader "Hidden/Nature/Tree Creator Leaves Optimized" {
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Properties {
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_Color ("Main Color", Vector) = (1,1,1,1)
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_TranslucencyColor ("Translucency Color", Vector) = (0.73,0.85,0.41,1)
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_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.3
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_TranslucencyViewDependency ("View dependency", Range(0, 1)) = 0.7
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_ShadowStrength ("Shadow Strength", Range(0, 1)) = 0.8
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_ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
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_ShadowOffsetScale1 ("Shadow Offset Scale1", Float) = 1
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_ShadowTex ("Shadow (RGB)", 2D) = "white" {}
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_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
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_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
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_SnowBlend ("Snow Blend", Range(0, 50)) = 0.4
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_LightIntensity ("Light Intensity", Range(0.5, 50)) = 1
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_SnowBumpDepth ("Snow bump depth", Range(0, 5)) = 1
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_Bump ("Bump", 2D) = "bump" {}
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_SnowTexture ("Snow texture", 2D) = "white" {}
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_Depth ("Depth of Snow", Range(0, 0.02)) = 0.01
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_SnowBump ("Snow Bump", 2D) = "bump" {}
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_Direction ("Direction of snow", Vector) = (0,1,0,1)
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_Power ("Snow,Main,Blend Factors", Vector) = (0.5,0.5,1,1)
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_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
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[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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[HideInInspector] _SquashAmount ("Squash", 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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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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} |