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 } }