FiE-Game/Assets/Shader/InfiniGRASS_Vertex Grass Spec Curved Wind.shader

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