ghfghgfhgf

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2025-05-02 14:58:30 +01:00
parent e706d5577a
commit abfc6cd910
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/*
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____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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____________________________________________________________________________________________________________________________________________
License:
The license is ATTRIBUTION 3.0
More license info here:
https://creativecommons.org/licenses/by/3.0/
____________________________________________________________________________________________________________________________________________
This shader has NOT been tested on any other PC configuration except the following:
CPU: Intel Core i5-6400
GPU: NVidia GTX 750Ti
RAM: 16GB
Windows: 10 x64
DirectX: 11
____________________________________________________________________________________________________________________________________________
*/
Shader "Ultimate 10+ Shaders/Grass Sway"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Normal ("Normal Map", 2D) = "bump" {}
_NormalStrength ("Normal Strength", float) = 0.25
_Smoothness ("Smoothness", Range(0, 1)) = 0.5
_Metallic ("Metallic", Range(0, 1)) = 0.5
_Cutoff ("Cutoff", Range(0, 1)) = 0.25
_Speed ("Speed", float) = 0.25
_WindDirection ("Wind Direction", float) = (1,0,0,1)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0
}
SubShader
{
Tags { "RenderType"="Cutout" }
LOD 200
Cull [_Cull]
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard keepalpha fullforwardshadows addshadow
#pragma vertex vert
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
fixed4 _Color;
sampler2D _MainTex;
sampler2D _Normal;
half _NormalStrength;
half _Smoothness;
half _Metallic;
half _Cutoff;
half _Speed;
half4 _WindDirection;
struct Input
{
float2 uv_MainTex;
float2 uv_Normal;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
fixed4 pixel;
void surf (Input IN, inout SurfaceOutputStandard o)
{
pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = pixel.rgb;
clip(pixel.a - _Cutoff);
o.Alpha = pixel.a - _Cutoff;
o.Smoothness = _Smoothness;
o.Metallic = _Metallic;
o.Normal = UnpackNormal(tex2D (_Normal, IN.uv_Normal) * _NormalStrength);
}
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
void vert(inout appdata input){
input.vertex += UnityObjectToWorldDir(input.vertex).y * _WindDirection * sin(_Time.y * _Speed);
}
ENDCG
}
FallBack "Diffuse"
}