// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "GrassBlades" { Properties { _TessValue( "Max Tessellation", Range( 1, 32 ) ) = 15 _TreeOffset("Tree Offset", Vector) = (0,5,0,0) _MainTex("MainTex", 2D) = "white" {} _TreeInstanceColor("TreeInstanceColor", Color) = (0,0,0,0) _TreeInstanceScale("_TreeInstanceScale", Vector) = (0,0,0,0) _SecondaryFactor("SecondaryFactor", Float) = 0 _PrimaryFactor("PrimaryFactor", Float) = 0 _EdgeFlutter("EdgeFlutter", Float) = 1 _BranchPhase("BranchPhase", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "TreeBillboard" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 4.6 #include "TerrainEngine.cginc" struct Input { float3 worldPos; float2 uv_texcoord; }; uniform float _BranchPhase; uniform float _EdgeFlutter; uniform float _PrimaryFactor; uniform float _SecondaryFactor; uniform float3 _TreeOffset; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _TessValue; float4 WindAnimateVertex1_g2( float4 Pos , float3 Normal , float4 AnimParams ) { return AnimateVertex(Pos,Normal,AnimParams); } float4 tessFunction( ) { return _TessValue; } void vertexDataFunc( inout appdata_full v ) { float4 ase_vertex4Pos = v.vertex; float4 Pos1_g2 = ase_vertex4Pos; float3 ase_vertexNormal = v.normal.xyz; float3 Normal1_g2 = ase_vertexNormal; float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); float3 normalizeResult52 = normalize( ase_worldPos ); float4 appendResult15 = (float4(_BranchPhase , ( _EdgeFlutter * ( (normalizeResult52).x + (normalizeResult52).z ) ) , _PrimaryFactor , _SecondaryFactor)); float4 AnimParams1_g2 = appendResult15; float4 localWindAnimateVertex1_g2 = WindAnimateVertex1_g2( Pos1_g2 , Normal1_g2 , AnimParams1_g2 ); v.vertex.xyz = ( ( localWindAnimateVertex1_g2 * _TreeInstanceScale ) + float4( _TreeOffset , 0.0 ) ).xyz; } void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode3 = tex2D( _MainTex, uv_MainTex ); o.Albedo = ( _TreeInstanceColor * tex2DNode3 ).rgb; o.Alpha = tex2DNode3.a; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc tessellate:tessFunction ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.6 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; vertexDataFunc( v ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=16103 480;92;951;705;388.167;249.3669;1;False;False Node;AmplifyShaderEditor.WorldPosInputsNode;47;-1613.94,374.7962;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.NormalizeNode;52;-1433.848,405.8031;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SwizzleNode;53;-1276.848,359.8031;Float;False;FLOAT;0;1;2;3;1;0;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SwizzleNode;54;-1282.758,461.1884;Float;False;FLOAT;2;1;2;3;1;0;FLOAT3;0,0,0;False;1;FLOAT;0 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