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; }