80 lines
2.2 KiB
Plaintext
80 lines
2.2 KiB
Plaintext
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Sun_Temple/Foliage" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Layer_A Albedo (RGB)", 2D) = "black" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_SelfIllum("Self Illumination", range(0, 1)) = 0
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_NormalModification("Normal Modification", range(0, 1)) = 1
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_WaveFreq("Wave Frequency", float) = 20
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_WaveHeight("Wave Height", float) = 0.1
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_WaveScale("Wave Scale", float) = 1
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}
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SubShader {
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Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
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LOD 200
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Cull Back
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CGPROGRAM
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#pragma surface surf Standard alphatest:_Cutoff vertex:vert fullforwardshadows addshadow novertexlights nolightmap
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#pragma target 3.0
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#include "VertexWind.cginc"
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sampler2D _MainTex;
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fixed4 _Color;
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//half _Cutoff;
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half _SelfIllum;
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half _WaveFreq, _WaveHeight, _WaveScale;
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half _NormalModification;
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struct Input {
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half2 uv_MainTex;
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};
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void vert (inout appdata_full v) {
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v.vertex.xyz = v.vertex.xyz + wind_simplified(v.vertex.xyz, v.color, _WaveFreq, _WaveHeight, _WaveScale);
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// half3 modified_dir = mul(unity_WorldToObject, half4(0, 2, 0, 0));
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half3 modifiedNormal = half3(0, 2, 0);
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v.normal = lerp(v.normal, v.normal + modifiedNormal, _NormalModification);
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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half4 albedo = tex2D (_MainTex, IN.uv_MainTex);
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o.Albedo = albedo.rgb * _Color;
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o.Emission = albedo.rgb * _SelfIllum;
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o.Alpha = albedo.a;
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}
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ENDCG
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}
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Fallback Off
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} |