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