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