64 lines
1.8 KiB
Plaintext
64 lines
1.8 KiB
Plaintext
Shader "Grass/GrassBlade" {
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Properties {
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[KeywordEnum(LOD 0, LOD 1, LOD 2)] _LOD("Level of Detail", int) = 0
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_BladeWidth("Breite", Range(0.003, .1)) = 0.01
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_BendStrength("Bend Strength", Range(0, 1)) = 1
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}
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SubShader {
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LOD 100
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Cull Off
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//Render Pass
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Pass {
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Tags { "LightMode" = "ForwardBase"}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma geometry geom
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#pragma multi_compile _ SHADOWS_SCREEN
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// shader_feature is very similar to multi_compile. Use multi_compile for keywords that are set from code.
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#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "AutoLight.cginc"
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#include "./include/Random.hlsl"
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#include "./include/Math.hlsl"
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#include "./include/Culling.hlsl"
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#include "./include/GrassHelpers.hlsl"
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#define IS_IN_BASE_PASS
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#include "./include/GrassBladePass.hlsl"
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ENDCG
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}
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// Shadow Pass
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Pass {
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Tags { "LightMode" = "ShadowCaster" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma geometry geom
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#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2
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#include "UnityCG.cginc"
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#include "./include/Random.hlsl"
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#include "./include/Math.hlsl"
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#include "./include/Culling.hlsl"
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#include "./include/GrassHelpers.hlsl"
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#define IS_IN_SHADOW_PASS
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#include "./include/GrassBladePass.hlsl"
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ENDCG
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}
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}
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}
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