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131
Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader
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Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader
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/*
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██╔════╝░██╔══██╗██╔══██╗██╔════╝██╔════╝ ██╔════╝░██║░░██╗░░██║██╔══██╗╚██╗░██╔╝
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██║░░██╗░██████╔╝███████║╚█████╗░╚█████╗░ ╚█████╗░░╚██╗████╗██╔╝███████║░╚████╔╝░
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██║░░╚██╗██╔══██╗██╔══██║░╚═══██╗░╚═══██╗ ░╚═══██╗░░████╔═████║░██╔══██║░░╚██╔╝░░
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╚██████╔╝██║░░██║██║░░██║██████╔╝██████╔╝ ██████╔╝░░╚██╔╝░╚██╔╝░██║░░██║░░░██║░░░
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░╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚═════╝░ ╚═════╝░░░░╚═╝░░░╚═╝░░╚═╝░░╚═╝░░░╚═╝░░░
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░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
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██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
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╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
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░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
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██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
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╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
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█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
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▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
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____________________________________________________________________________________________________________________________________________
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▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
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____________________________________________________________________________________________________________________________________________
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License:
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The license is ATTRIBUTION 3.0
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More license info here:
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https://creativecommons.org/licenses/by/3.0/
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____________________________________________________________________________________________________________________________________________
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This shader has NOT been tested on any other PC configuration except the following:
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CPU: Intel Core i5-6400
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GPU: NVidia GTX 750Ti
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RAM: 16GB
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Windows: 10 x64
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DirectX: 11
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____________________________________________________________________________________________________________________________________________
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*/
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Shader "Ultimate 10+ Shaders/Grass Sway"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Normal ("Normal Map", 2D) = "bump" {}
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_NormalStrength ("Normal Strength", float) = 0.25
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_Smoothness ("Smoothness", Range(0, 1)) = 0.5
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_Metallic ("Metallic", Range(0, 1)) = 0.5
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_Cutoff ("Cutoff", Range(0, 1)) = 0.25
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_Speed ("Speed", float) = 0.25
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_WindDirection ("Wind Direction", float) = (1,0,0,1)
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Cutout" }
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LOD 200
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Cull [_Cull]
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard keepalpha fullforwardshadows addshadow
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#pragma vertex vert
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#ifndef SHADER_API_D3D11
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#pragma target 3.0
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#else
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#pragma target 4.0
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#endif
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fixed4 _Color;
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sampler2D _MainTex;
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sampler2D _Normal;
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half _NormalStrength;
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half _Smoothness;
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half _Metallic;
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half _Cutoff;
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half _Speed;
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half4 _WindDirection;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_Normal;
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};
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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fixed4 pixel;
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = pixel.rgb;
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clip(pixel.a - _Cutoff);
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o.Alpha = pixel.a - _Cutoff;
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o.Smoothness = _Smoothness;
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o.Metallic = _Metallic;
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o.Normal = UnpackNormal(tex2D (_Normal, IN.uv_Normal) * _NormalStrength);
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}
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struct appdata {
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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void vert(inout appdata input){
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input.vertex += UnityObjectToWorldDir(input.vertex).y * _WindDirection * sin(_Time.y * _Speed);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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