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