// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/TerrainEngine/Details/WavingDoublePass" { Properties { _WavingTint ("Fade Color", Color) = (.7,.6,.5, 0) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1) _Cutoff ("Cutoff", float) = 0.5 } SubShader { Tags { "Queue" = "Geometry+200" "IgnoreProjector"="True" "RenderType"="Grass" "DisableBatching"="True" } Cull Off LOD 200 CGPROGRAM #pragma surface surf StandardSpecular vertex:WavingGrassVertATG addshadow //exclude_path:deferred #include "TerrainEngine.cginc" sampler2D _MainTex; fixed _Cutoff; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void WavingGrassVertATG(inout appdata_full v) { float waveAmount = v.color.a * _WaveAndDistance.z; //v.color.rgb = fixed3(1, 1, 1); v.color = TerrainWaveGrass(v.vertex, waveAmount, v.color); } void surf (Input IN, inout SurfaceOutputStandardSpecular o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex);// * IN.color; o.Albedo = c.rgb * IN.color.rgb; clip (c.a * IN.color.a - _Cutoff); o.Alpha = 1; } ENDCG } Fallback Off }