shaoxiadiablo/Assets/AGame/Res/Shaders/MY/MYGrassUnlitWind.shader
2025-05-18 01:04:31 +08:00

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