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