OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Templates/Terrain/Details/WavingGrassBillboard.txt

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2025-03-24 03:08:22 +00:00
//Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/Details/BillboardWavingDoublePass"
Shader "Hidden/TerrainEngine/Details/BillboardWavingDoublePass"
{
Properties
{
_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
_Cutoff ("Cutoff", float) = 0.5
}
SubShader
{
Tags { "Queue" = "Geometry+200"
"IgnoreProjector"="True"
"RenderType"="CurvedWorld_GrassBillboard"
"DisableBatching"="True"
}
Cull Off
LOD 200
ColorMask RGB
CGPROGRAM
#pragma surface surf Lambert vertex:WavingGrassBillboardVert addshadow fullforwardshadows exclude_path:deferred
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#include "../../../../Core/CurvedWorldTransform.cginc"
#include "UnityCG.cginc"
#include "../../TerrainEngine.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct Input
{
float2 uv_MainTex;
fixed4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a;
clip (o.Alpha - _Cutoff);
o.Alpha *= IN.color.a;
}
ENDCG
}
Fallback Off
}