2020-11-28 16:54:41 +02:00

80 lines
2.2 KiB
GLSL

// Standard geometry shader example
// https://github.com/keijiro/StandardGeometryShader
Shader "DBV/Kristo/GrassShader"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
_MainTex("Albedo", 2D) = "white" {}
[Space]
_Glossiness("Smoothness", Range(0, 1)) = 0.5
[Gamma] _Metallic("Metallic", Range(0, 1)) = 0
[Space]
_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1
[Space]
_OcclusionMap("Occlusion Map", 2D) = "white" {}
_OcclusionStrength("Strength", Range(0, 1)) = 1
[Space]
_LocalTime("Animation Time", Float) = 0.0
[Space]
_BendRotationRandom("Bend Rotation Random", Range(0, 1)) = 0.2
[Space]
_BladeWidth("Blade Width", Float) = 0.05
_BladeWidthRandom("Blade Width Random", Float) = 0.02
_BladeHeight("Blade Height", Float) = 0.5
_BladeHeightRandom("Blade Height Random", Float) = 0.3
[Space]
_AlphaCutoff ("Alpha cutoff", Range(0,1)) = 0.05
_Test ("_Test", Range(0,10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
// This shader only implements the deferred rendering pass (GBuffer
// construction) and the shadow caster pass, so that it doesn't
// support forward rendering.
Pass
{
Tags { "LightMode"="Deferred" }
Cull Off
CGPROGRAM
#pragma target 5.0
#pragma vertex Vertex
#pragma geometry Geometry
#pragma fragment Fragment
#pragma multi_compile_prepassfinal noshadowmask nodynlightmap nodirlightmap nolightmap
#include "GrassGeometry.cginc"
ENDCG
}
//Pass
//{
// Tags { "LightMode"="ShadowCaster" }
// Cull Off
// CGPROGRAM
// #pragma target 5.0
// #pragma vertex Vertex
// #pragma geometry Geometry
// #pragma fragment Fragment
// #pragma multi_compile_shadowcaster noshadowmask nodynlightmap nodirlightmap nolightmap
// #define UNITY_PASS_SHADOWCASTER
// #include "GrassGeometry.cginc"
// ENDCG
//}
}
}