//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 }