ToriaAssets/Sources/Shaders/MovingObjectOverlay.shader

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2026-05-19 12:20:15 +02:00
Shader "GlobalSnow/Moving Object Snow/Overlay" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_SnowTint ("Snow Tint Color", Color) = (1,1,1,1)
_SnowCoverage ("Coverage", Range(0,10)) = 1
_SnowScale ("Snow Scale", Float) = 1.0
_Scatter ("Scatter", Range(0,10)) = 3
_SlopeThreshold ("Slope Threshold", Range(0,1)) = 0.7
_SlopeNoise ("Slope Noise", Range(0,5)) = 0.5
_SlopeNoise ("Slope Noise", Range(0,5)) = 2.5
_SlopeSharpness ("Slope Sharpness", Range(0,10)) = 5
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Offset -1, -1
ZWrite Off
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert keepalpha alpha exclude_path:deferred exclude_path:prepass nometa
#pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ GLOBALSNOW_FLAT_SHADING GLOBALSNOW_RELIEF GLOBALSNOW_OCCLUSION
// #pragma multi_compile __ GLOBALSNOW_OPAQUE_CUTOUT
#define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1
//#define GLOBALSNOW_FLAT_SHADING 1
#define GLOBALSNOW_IS_OVERLAY 1
#include "GlobalSnowMovingObject.cginc"
void vert (inout appdata_full v, out Input data) {
UNITY_INITIALIZE_OUTPUT(Input, data);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
data.wpos = float3(v.vertex.x, worldPos.y, v.vertex.z);
}
void surf (Input IN, inout SurfaceOutput o) {
/* #if GLOBALSNOW_OPAQUE_CUTOUT
fixed4 textureColor = tex2D(_MainTex, IN.uv_MainTex);
clip(textureColor.a + textureColor.g - 0.01);
#endif
*/
SetSnowCoverage(IN, o);
o.Albedo *= _Color;
}
ENDCG
}
}