ToriaAssets/Sources/Shaders/SnowedSpeedTreeBillboard.cginc

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2026-05-19 12:20:15 +02:00
uniform float4 _GS_SnowData1; // x = relief, y = occlusion, z = glitter, w = brightness
uniform float4 _GS_SnowData2; // x = minimum altitude for vegetation
uniform float4 _GS_SnowData4; // w = billboard coverage
// get snow coverage on tree billboards
void SetTreeBillboardCoverage(Input IN, inout SurfaceOutput o) {
float minAltitude = saturate((IN.worldPos.y - _GS_SnowData2.x) * 0.1);
float solid = o.Albedo.g * 2.0 - _GS_SnowData4.w;
float snowCover = minAltitude * saturate(solid) * 0.95;
// pass color data to output shader
o.Albedo = (1.0 + o.Albedo.g) * (0.25 + _GS_SnowData1.w) * solid;
o.Alpha = snowCover;
}