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- Shader "NatureManufacture Shaders/Trees/Cross Model Shader"
- {
- Properties
- {
- _Cutoff( "Mask Clip Value", Float ) = 0.65
- _ColorAdjustment("Color Adjustment", Vector) = (1,1,1,0)
- _MainTex("MainTex", 2D) = "white" {}
- _HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1)
- _Smooothness("Smooothness", Float) = 0.3
- _AO("AO", Float) = 1
- [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
- _BumpScale("BumpScale", Range( 0 , 3)) = 1
- _InitialBend("Wind Initial Bend", Float) = 1
- _Stiffness("Wind Stiffness", Float) = 1
- _Drag("Wind Drag", Float) = 0.2
- _NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
- [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
- Cull Back
- CGPROGRAM
- #include "UnityStandardUtils.cginc"
- #pragma target 3.0
- #pragma multi_compile_instancing
- #pragma shader_feature _TOUCHREACTACTIVE_ON
- #include "NMWindNoShiver.cginc"
- #include "NM_indirect.cginc"
- #pragma vertex vert
- #pragma instancing_options procedural:setup
- #pragma multi_compile GPU_FRUSTUM_ON __
- #pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
- struct Input
- {
- float2 uv_texcoord;
- };
- uniform float _BumpScale;
- uniform sampler2D _BumpMap;
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform float4 _HealthyColor;
- uniform float3 _ColorAdjustment;
- uniform float _Smooothness;
- uniform float _AO;
- uniform float _Cutoff = 0.65;
- void surf( Input i , inout SurfaceOutputStandardSpecular o )
- {
- float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
- o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
- float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex );
- o.Albedo = ( ( tex2DNode2 * _HealthyColor ) * float4( _ColorAdjustment , 0.0 ) ).rgb;
- float3 temp_cast_2 = (0.0).xxx;
- o.Specular = temp_cast_2;
- o.Smoothness = _Smooothness;
- o.Occlusion = _AO;
- o.Alpha = 1;
- clip( tex2DNode2.a - _Cutoff );
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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