forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			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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