52 lines
1.3 KiB
Plaintext
52 lines
1.3 KiB
Plaintext
![]() |
Shader "MY/Grass/GrassWind" {
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Properties{
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[HDR]_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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//Cull Off
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CGPROGRAM
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#pragma surface surf Lambert vertex:myvert alphatest:_Cutoff
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sampler2D _MainTex;
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fixed4 _Color;
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float _Frequency;
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float4 _Intensity;
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struct Input {
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float2 uv_MainTex;
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};
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void myvert(inout appdata_full v)
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{
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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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v.vertex.xyz = u_xlat0.xyz;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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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 "Legacy Shaders/Transparent/Cutout/VertexLit"
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}
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