Add shaders
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Shader "Wind Visualization X"
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{
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Properties
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{
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[Enum(Main Wind,0,Turbulence,1,All,2)] _VizMode ("Visualization", Float) = 0
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_Transparency ("Opacity", Range(0,1)) = 1
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_Color ("Color", Color) = (0,0.8,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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LOD 200
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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};
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float _VizMode;
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fixed _Transparency;
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fixed4 _Color;
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CBUFFER_START(AtgGrass)
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sampler2D _AtgWindRT;
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float4 _AtgWindDirSize;
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float4 _AtgWindStrength;
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float2 _AtgSinTime;
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float4 _AtgGrassFadeProps;
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float4 _AtgGrassShadowFadeProps;
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CBUFFER_END
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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// HDRP
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#if defined(SHADEROPTIONS_CAMERA_RELATIVE_RENDERING)
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING == 0)
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o.worldPos += _WorldSpaceCameraPos.xyz;
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#endif
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 c = tex2D (_AtgWindRT, i.worldPos.xz * _AtgWindDirSize.w).rgba;
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fixed3 albedo = _Color.rgb;
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if (_VizMode == 0) {
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albedo *= c.rrr;
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}
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else if (_VizMode == 1) {
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albedo *= c.ggg;
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}
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// Combined
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else {
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albedo *= (c.r * c.g).xxx;
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albedo = lerp(fixed3(1,0,0), albedo, saturate(1 + c.r * c.g));
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}
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fixed alpha = _Transparency;
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fixed4 col = fixed4(albedo, alpha);
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return col;
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}
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ENDCG
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}
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}
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}
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