Files
UltimateFishing2020/Assets/Shader/GPUInstancer_Tobyfredson_Grass Foliage.shader
2026-03-04 10:03:45 +08:00

74 lines
2.5 KiB
GLSL

Shader "GPUInstancer/Tobyfredson/Grass Foliage" {
Properties {
_Cutoff ("Mask Clip Value", Float) = 0.4
_AlbedoColor ("Albedo Color", Vector) = (1,1,1,0)
_AlbedoLightness ("Albedo Lightness", Range(0, 5)) = 1
[Toggle(_COLORVARIATION_ON)] _ColorVariation ("Color Variation", Float) = 0
_GrassColorVariation ("Grass Color Variation", Range(0, 5)) = 0.6
[NoScaleOffset] _AlbedoMap ("Albedo Map", 2D) = "white" {}
[NoScaleOffset] _NormalMap ("Normal Map", 2D) = "bump" {}
_NormalIntensity ("Normal Intensity", Range(-3, 3)) = 0
[Toggle(_NORMALBACKFACEFIXBRANCH_ON)] _NormalBackFaceFixBranch ("Normal BackFace Fix (Branch)", Float) = 0
[NoScaleOffset] _MaskMap ("Mask Map", 2D) = "white" {}
_SpecularPower ("Specular Power", Range(0, 1)) = 0
_SmoothnessIntensity ("Smoothness Intensity", Float) = 1
_TranslucencyColor ("Translucency Color", Vector) = (0.5,0.5,0.5,0)
_TranslucencyPower ("Translucency Power", Range(0, 40)) = 8
_TranslucencyRange ("Translucency Range", Float) = 1
_AmbientOcclusion ("Ambient Occlusion", Range(0, 1)) = 1
[Toggle(_VERTEXAO_ON)] _VertexAo ("Vertex Ao", Float) = 1
_VertexAointensity ("Vertex Ao intensity", Range(0, 1)) = 0
_GlobalWindPower ("Global Wind Power", Range(0, 1)) = 1
_WindSpeed ("Wind Speed", Range(0, 2)) = 1
_WindPower ("Wind Power", Range(0, 0.9)) = 1
_FlutterFrequency ("Flutter Frequency", Range(0, 5)) = 2
_WindAnglexz ("Wind Angle (xz)", Range(-200, 200)) = 20
_WindAngley ("Wind Angle (y)", Range(-100, 100)) = 20
[Toggle(_FADEONOFF_ON)] _FadeOnOff ("Fade On/Off", Float) = 0
_CutoutAlphalOD ("Cutout Alpha lOD", Float) = 1
_CameraLength ("Camera Length", Float) = 0
_CameraOffset ("Camera Offset", 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;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
Fallback "Diffuse"
}