Modelowanie_Wirtualnych_Swi.../Assets/Flooded_Grounds/Resources/WavingGrass.shader
2021-06-14 23:45:43 +02:00

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