WavingGrass.shader 3.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687
  1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
  2. Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass"
  3. {
  4. Properties
  5. {
  6. _WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
  7. _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
  8. _WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
  9. _Cutoff ("Cutoff", float) = 0.5
  10. }
  11. SubShader
  12. {
  13. Tags {"Queue" = "Geometry+200" "RenderType" = "Grass" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }//"DisableBatching"="True"
  14. Cull Off
  15. LOD 200
  16. AlphaTest Greater [_Cutoff]
  17. ColorMask RGB
  18. Pass
  19. {
  20. HLSLPROGRAM
  21. // Required to compile gles 2.0 with standard srp library
  22. #pragma prefer_hlslcc gles
  23. #pragma exclude_renderers d3d11_9x
  24. #pragma target 2.0
  25. // -------------------------------------
  26. // Universal Pipeline keywords
  27. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  28. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  29. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  30. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  31. #pragma multi_compile _ _SHADOWS_SOFT
  32. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  33. // -------------------------------------
  34. // Unity defined keywords
  35. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  36. #pragma multi_compile _ LIGHTMAP_ON
  37. #pragma multi_compile_fog
  38. //--------------------------------------
  39. // GPU Instancing
  40. #pragma multi_compile_instancing
  41. #pragma vertex WavingGrassVert
  42. #pragma fragment LitPassFragmentGrass
  43. #define _ALPHATEST_ON
  44. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
  45. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
  46. ENDHLSL
  47. }
  48. Pass
  49. {
  50. Tags{"LightMode" = "DepthOnly"}
  51. ZWrite On
  52. ColorMask 0
  53. Cull Off
  54. HLSLPROGRAM
  55. // Required to compile gles 2.0 with standard srp library
  56. #pragma prefer_hlslcc gles
  57. #pragma exclude_renderers d3d11_9x
  58. #pragma target 2.0
  59. #pragma vertex DepthOnlyVertex
  60. #pragma fragment DepthOnlyFragment
  61. // -------------------------------------
  62. // Material Keywords
  63. #define _ALPHATEST_ON
  64. #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
  65. //--------------------------------------
  66. // GPU Instancing
  67. #pragma multi_compile_instancing
  68. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
  69. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
  70. ENDHLSL
  71. }
  72. }
  73. }