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" }