grass-rendering-prototype/Assets/Shaders/GrassBlade.shader
2024-10-03 02:06:29 +02:00

71 lines
2.1 KiB
Plaintext

Shader "Grass/GrassBlade" {
Properties {
[KeywordEnum(LOD 0, LOD 1, LOD 2, LOD 3)] _LOD("Level of Detail", int) = 0
_BladeWidth("Blade Width", Range(0.003, .1)) = 0.01
_BendStrength("Bend Strength", Range(0, 1)) = 1
_Color0("Color LOD 0", Color) = (0.3, 1.0, 0.3, 1.0)
_Color1("Color LOD 1", Color) = (1.0, 0.7, 0.3, 1.0)
_Color2("Color LOD 2", Color) = (1.0, 0.3, 0.1, 1.0)
_Color3("Color LOD 3", Color) = (0.8, 0.0, 0.0, 1.0)
}
SubShader {
LOD 100
Cull Off
//Render Pass
Pass {
Tags { "LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
#pragma multi_compile _ SHADOWS_SCREEN
// shader_feature is very similar to multi_compile. Use multi_compile for keywords that are set from code.
#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2 _LOD_LOD_3
#pragma shader_feature UNITY_EDITOR
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#include "./include/Random.hlsl"
#include "./include/Math.hlsl"
#include "./include/Culling.hlsl"
#include "./include/GrassHelpers.hlsl"
#define IS_IN_BASE_PASS
#include "./include/GrassBladePass.hlsl"
ENDCG
}
// Shadow Pass
Pass {
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
#pragma shader_feature _LOD_LOD_0 _LOD_LOD_1 _LOD_LOD_2 _LOD_LOD_3
#pragma shader_feature UNITY_EDITOR
#include "UnityCG.cginc"
#include "./include/Random.hlsl"
#include "./include/Math.hlsl"
#include "./include/Culling.hlsl"
#include "./include/GrassHelpers.hlsl"
#define IS_IN_SHADOW_PASS
#include "./include/GrassBladePass.hlsl"
ENDCG
}
}
}