Initial Commit
This commit is contained in:
@@ -0,0 +1,78 @@
|
||||
Shader "DBV/Kristo/FastGrass2.0"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
|
||||
[Space]
|
||||
_AlphaCutoff ("Alpha cutoff", Range(0,1)) = 0.05
|
||||
|
||||
[Space]
|
||||
_WindTexture ("Wind texture", 2D) = "white" {}
|
||||
_WindSpeed ("Wind direction", Vector) = (1,1,1,1)
|
||||
_HeightStart ("Height start", Float) = 0.05
|
||||
_WindStrength ("Wind strength", Float) = 1
|
||||
_WindTimeSpeed ("Wind speed", Float) = 1
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Transparent" }
|
||||
LOD 200
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard vertex:vert noshadowmask nodynlightmap nodirlightmap nolightmap noshadow
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex,_WindTexture;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
float _AlphaCutoff, _HeightStart, _WindStrength, _WindTimeSpeed;
|
||||
float4 _WindSpeed;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void vert (inout appdata_full v) {
|
||||
// get vertex world position
|
||||
float4 worldPos = mul(v.vertex, unity_ObjectToWorld);
|
||||
float2 samplePos = worldPos.xz;
|
||||
samplePos += _Time.x * _WindSpeed.xz;
|
||||
float windAmount = tex2Dlod(_WindTexture, float4(samplePos, 0, 0));
|
||||
float heightAmount = v.vertex.z > _HeightStart;//v.vertex.y - _HeightStart;
|
||||
v.vertex.y += sin(_WindTimeSpeed*windAmount)*_WindStrength * heightAmount;
|
||||
v.vertex.x += cos(_WindTimeSpeed*windAmount)*_WindStrength * heightAmount;
|
||||
}
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
// Metallic and smoothness come from slider variables
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
clip(c.a-_AlphaCutoff);
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
Reference in New Issue
Block a user