75 lines
2.5 KiB
GLSL
75 lines
2.5 KiB
GLSL
Shader "GPUInstancer/CTI/LOD Leaves" {
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Properties {
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[Space(5)] [Enum(UnityEngine.Rendering.CullMode)] _Culling ("Culling", Float) = 0
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[Space(5)] _HueVariation ("Color Variation", Vector) = (0.9,0.5,0,0.1)
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[Space(5)] _MainTex ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
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_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.3
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[Space(5)] [NoScaleOffset] _BumpSpecMap ("Normal Map (GA) Specular (B)", 2D) = "bump" {}
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[NoScaleOffset] _TranslucencyMap ("AO (G) Translucency (B) Smoothness (A)", 2D) = "white" {}
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[Space(5)] _TranslucencyStrength ("Translucency Strength", Range(0, 1)) = 0.5
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_ViewDependency ("View Dependency", Range(0, 1)) = 0.8
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[Toggle(_PARALLAXMAP)] _EnableTransFade ("Fade out Translucency", Float) = 0
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[Header(Wind)] [Space(3)] _TumbleStrength ("Tumble Strength", Range(-1, 1)) = 0
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_TumbleFrequency ("Tumble Frequency", Range(0, 4)) = 1
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_TimeOffset ("Time Offset", Range(0, 2)) = 0.25
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[Space(3)] [Toggle(_EMISSION)] _EnableLeafTurbulence ("Enable Leaf Turbulence", Float) = 0
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_LeafTurbulence ("Leaf Turbulence", Range(0, 4)) = 0.2
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_EdgeFlutterInfluence ("Edge Flutter Influence", Range(0, 1)) = 0.25
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[Space(5)] [Toggle(_METALLICGLOSSMAP)] _LODTerrain ("Use Wind from Script", Float) = 0
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[Space(10)] [Header(Animate Normals)] [Space(3)] [Toggle(_NORMALMAP)] _AnimateNormal ("Enable Normal Rotation", Float) = 0
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[Space(10)] [Header(Options for lowest LOD)] [Space(3)] [Toggle] _FadeOutWind ("Fade out Wind", Float) = 0
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[HideInInspector] _IsBark ("Is Bark", 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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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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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);
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}
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ENDHLSL
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}
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}
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//CustomEditor "CTI_ShaderGUI"
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} |