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

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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"
}