65 lines
1.5 KiB
Plaintext
65 lines
1.5 KiB
Plaintext
Shader "GPUInstancer/Nature/SPDTree" {
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Properties {
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_Color ("Main Color", Vector) = (1,1,1,1)
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_HueVariation ("Hue Variation", Vector) = (1,0.5,0,0.1)
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_DetailTex ("Detail", 2D) = "black" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.333
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[MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2
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[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0, 5)) = 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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float4 _Color;
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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) * _Color;
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}
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ENDHLSL
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}
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}
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//CustomEditor "SpeedTreeMaterialInspector"
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} |