85 lines
1.9 KiB
Plaintext
85 lines
1.9 KiB
Plaintext
![]() |
Shader "MY/Grass/UnlitGrassWind" {
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Properties{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Base (RGB)", 2D) = "white" {}
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_Cutoff("Alpha cutoff", Range(0, 1)) = 0.2
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_Frequency("Frequency", Range(0, 5)) = 1
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_Intensity("Intensity", Vector) = (0.4,0,0.2,0)
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}
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SubShader{
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Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"}
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LOD 200
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Lighting Off
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Cull Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed _Cutoff;
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fixed4 _Color;
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float _Frequency;
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float4 _Intensity;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 u_xlat0 = float3(0.0, 0.0, 0.0);
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u_xlat0.xz = v.vertex.xz;
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u_xlat0.x = u_xlat0.x + u_xlat0.z;
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u_xlat0.x = frac(u_xlat0.x);
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u_xlat0.y = _Time.y * _Frequency + u_xlat0.x * 6.28;
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u_xlat0.x = sin(u_xlat0.y);
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u_xlat0.z = cos(u_xlat0.y);
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u_xlat0.y = 0.0;
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float uvy = saturate(v.texcoord.y - _Intensity.w);
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u_xlat0.xyz = u_xlat0.xyz * uvy * uvy * 2;
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u_xlat0.xyz = u_xlat0.xyz * _Intensity.xyz + v.vertex.xyz;
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o.vertex = UnityObjectToClipPos(u_xlat0);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord);
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clip(col.a - _Cutoff);
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col *= _Color;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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