forked from andkok/MWS_2021
58 lines
1.2 KiB
Plaintext
58 lines
1.2 KiB
Plaintext
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Shader "Hidden/TerrainEngine/Details/WavingDoublePass" {
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Properties {
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_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
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_Cutoff ("Cutoff", float) = 0.5
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}
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SubShader {
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Tags {
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"Queue" = "Geometry"
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"IgnoreProjector"="True"
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"RenderType"="Grass"
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}
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Cull Off
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert vertex:WavingGrassVert2 addshadow halfasview noforwardadd interpolateview novertexlights
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#include "TerrainEngine.cginc"
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sampler2D _MainTex;
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fixed _Cutoff;
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struct Input {
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float2 uv_MainTex;
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fixed4 color : COLOR;
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};
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void WavingGrassVert2 (inout appdata_full v)
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{
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// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
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// _WaveAndDistance.z == 0 for MeshLit
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v.color.a = v.color.r;
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float waveAmount = v.color.a * _WaveAndDistance.z;
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v.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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}
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * (IN.color + 0.7);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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clip (o.Alpha - _Cutoff);
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o.Alpha *= IN.color.a;
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}
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ENDCG
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}
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Fallback Off
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}
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