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