mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 15:08:00 +01:00
47 lines
1.4 KiB
Text
47 lines
1.4 KiB
Text
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Shader "InfiniGRASS/Vertex Grass Spec Curved Wind" {
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Properties {
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_Diffuse ("Diffuse", 2D) = "white" {}
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_Normal ("Normal", 2D) = "bump" {}
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_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
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_BulgeScale ("Bulge Scale", Float) = 0.2
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_BulgeShape ("Bulge Shape", Float) = 5
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_BulgeScale_copy ("Bulge Scale_copy", Float) = 1.2
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_WaveControl1 ("Waves", Vector) = (1,0.01,0.001,0)
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_TimeControl1 ("Time", Vector) = (1,10,0.02,100)
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_OceanCenter ("Ocean Center", Vector) = (0,0,0,0)
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_RandYScale ("Vary Height Ammount", Float) = 1
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_RippleScale ("Vary Height", Float) = 0
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_InteractPos ("Interact Position", Vector) = (0,0,0,1)
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_FadeThreshold ("Fade out Threshold", Float) = 100
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_StopMotionThreshold ("Stop motion Threshold", Float) = 10
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_Color ("Grass tint", Vector) = (0.5,0.8,0.5,0)
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_TintPower ("tint power", Float) = 0
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_SpecularPower ("Specular", Float) = 1
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_SmoothMotionFactor ("Smooth wave motion", Float) = 105
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_WaveXFactor ("Wave Control x axis", Float) = 1
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_WaveYFactor ("Wave Control y axis", Float) = 1
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_HeightControlPoints ("Control point heights", Vector) = (0.2,0.3,0.4,0.96)
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard
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#pragma target 3.0
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fixed4 _Color;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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o.Albedo = _Color.rgb;
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o.Alpha = _Color.a;
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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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