Files
UltimateFishing2020/Assets/Shader/GPUInstancer_NatureManufacture Shaders_Grass_Advanced Grass Standard.shader
2026-03-04 10:03:45 +08:00

82 lines
2.5 KiB
GLSL

Shader "GPUInstancer/NatureManufacture Shaders/Grass/Advanced Grass Standard" {
Properties {
_Cutoff ("Mask Clip Value", Float) = 0.051
_HealthyColor ("Healthy Color", Vector) = (1,1,1,1)
_DryColor ("Dry Color", Vector) = (0.875,0.8280551,0.7270221,1)
_ColorNoiseSpread ("Color Noise Spread", Float) = 15
_MainTex ("MainTex", 2D) = "white" {}
[NoScaleOffset] _BumpMap ("BumpMap", 2D) = "bump" {}
_BumpScale ("BumpScale", Range(0, 2)) = 1
[NoScaleOffset] _AmbientOcclusionG ("AO (G) Sm (A)", 2D) = "white" {}
_AmbientOcclusionPower ("Ambient Occlusion Power", Range(0, 1)) = 0
_Metallic ("Metallic", Range(0, 1)) = 0
_SmoothnessPower ("Smoothness Power", Range(0, 2)) = 0
_NewNormal ("Vertex Normal Multiply", Vector) = (0,0,0,0)
_InitialBend ("Wind Initial Bend", Float) = 1
_Stiffness ("Wind Stiffness", Float) = 1
_Drag ("Wind Drag", Float) = 1
_ShiverDrag ("Wind Shiver Drag", Float) = 0.05
_ShiverDirectionality ("Wind Shiver Directionality", Range(0, 1)) = 0.5
_WindColorInfluence ("Wind Color Influence", Vector) = (0,0,0,0)
_WindColorThreshold ("Wind Color Threshold", Range(0, 10)) = 1
_WindNormalInfluence ("Wind Normal Influence", Float) = 0
_CullFarDistance ("CullFarDistance", Range(0, 10000)) = 5
_CullFarStart ("CullFarStart", Range(0, 10000)) = 40
[Toggle] _BackFaceMirrorNormal ("BackFace Mirror Normal", Float) = 1
[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive ("TouchReactActive", Float) = 0
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] __dirty ("", Float) = 1
}
//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<float4> _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
}
}
Fallback "Diffuse"
}