53 lines
1.2 KiB
Plaintext
53 lines
1.2 KiB
Plaintext
Shader "GPUInstancer/Billboard/2DRendererTree" {
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Properties {
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_Color ("Color", Vector) = (1,1,1,1)
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_AlbedoAtlas ("Albedo Atlas", 2D) = "white" {}
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_NormalAtlas ("Normal Atlas", 2D) = "white" {}
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_Cutoff ("Cutoff", Range(0, 1)) = 0.3
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_FrameCount ("_FrameCount", Float) = 8
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_SPDHueVariation ("Hue Vatiation", Vector) = (0,0,0,0)
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[Toggle(SPDTREE_HUE_VARIATION)] _UseSPDHueVariation ("Use Hue Variation", Float) = 0
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[Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos ("BillboardFaceCamPos", Float) = 0
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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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} |