76 lines
2.1 KiB
Plaintext
76 lines
2.1 KiB
Plaintext
Shader "GPUInstancer/Foliage" {
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Properties {
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_Cutoff ("Mask Clip Value", Float) = 0.5
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_WindWaveNormalTexture ("Wind Wave Normal Texture", 2D) = "bump" {}
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_WindWaveSize ("Wind Wave Size", Range(0, 1)) = 0.5
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_DryColor ("Dry Color", Vector) = (1,0,0,0)
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_HealthyColor ("Healthy Color", Vector) = (0,1,0.2137935,0)
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_MainTex ("MainTex", 2D) = "white" {}
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_AmbientOcclusion ("Ambient Occlusion", Range(0, 1)) = 0.5
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_GradientPower ("Gradient Power", Range(0, 1)) = 0.3
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_NoiseSpread ("Noise Spread", Float) = 0.1
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_NormalMap ("Normal Map", 2D) = "bump" {}
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_WindVector ("Wind Vector", Vector) = (0.4,0.8,0,0)
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[Toggle] _IsBillboard ("IsBillboard", Float) = 0
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_WindWaveTintColor ("Wind Wave Tint Color", Vector) = (0.07586241,0,1,0)
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_HealthyDryNoiseTexture ("Healthy Dry Noise Texture", 2D) = "white" {}
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[Toggle] _WindWavesOn ("Wind Waves On", Float) = 0
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_WindWaveTint ("Wind Wave Tint", Range(0, 1)) = 0.5
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_WindWaveSway ("Wind Wave Sway", Range(0, 1)) = 0.5
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_WindIdleSway ("Wind Idle Sway", Range(0, 1)) = 0.6
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[Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos ("BillboardFaceCamPos", Float) = 0
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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[HideInInspector] __dirty ("", 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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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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} |