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