// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/TerrainEngine/Details/WavingDoublePass" // Has to override the internal shaders so named like this { Properties { _WavingTint ("Fade Color", Color) = (.7,.6,.5, 0) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1) _Cutoff ("Cutoff", float) = 0.5 } SubShader { Tags {"Queue" = "Geometry+200" "RenderType" = "Grass" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipeline" }//"DisableBatching"="True" Cull Off LOD 200 AlphaTest Greater [_Cutoff] ColorMask RGB Pass { HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _SHADOWS_ENABLED #pragma multi_compile _ _LOCAL_SHADOWS_ENABLED #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _SHADOWS_CASCADE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex WavingGrassVert #pragma fragment LitPassFragmentGrass #define _ALPHATEST_ON #include "LWRP/ShaderLibrary/Terrain/InputSurfaceGrass.hlsl" #include "LWRP/ShaderLibrary/Terrain/LightweightPassLitGrass.hlsl" ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #define _ALPHATEST_ON #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "LWRP/ShaderLibrary/Terrain/InputSurfaceGrass.hlsl" #include "LWRP/ShaderLibrary/Terrain/LightweightPassDepthOnlyGrass.hlsl" ENDHLSL } } }