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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- Shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass"
- {
- 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" = "GrassBillBoard" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" }//"DisableBatching"="True"
- Cull Off
- LOD 200
- AlphaTest Greater [_Cutoff]
- ColorMask RGB
- Pass
- {
- HLSLPROGRAM
- #pragma target 2.0
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ _CLUSTERED_RENDERING
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma vertex WavingGrassBillboardVert
- #pragma fragment LitPassFragmentGrass
- #define _ALPHATEST_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- Cull Off
- HLSLPROGRAM
- #pragma target 2.0
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #define _ALPHATEST_ON
- #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
- ZWrite On
- Cull Off
- HLSLPROGRAM
- #pragma target 2.0
- #pragma vertex DepthNormalOnlyVertex
- #pragma fragment DepthNormalOnlyFragment
- // -------------------------------------
- // Material Keywords
- #define _ALPHATEST_ON
- #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl"
- ENDHLSL
- }
- }
- }
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