48 lines
1.2 KiB
Plaintext
48 lines
1.2 KiB
Plaintext
Shader "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0)
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_MainTex ("Main Texture", 2D) = "white" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_HalfOverCutoff ("0.5 / Alpha cutoff", Range(0,1)) = 1.0
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_BaseLight ("Base Light", Range(0, 1)) = 0.35
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_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
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_Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5
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// These are here only to provide default values
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[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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[HideInInspector] _SquashAmount ("Squash", Float) = 1
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}
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SubShader {
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Tags { "Queue" = "Transparent-99" }
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Cull Off
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Pass {
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Lighting On
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ZWrite On
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CGPROGRAM
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#pragma vertex leaves
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#pragma fragment frag
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#define USE_CUSTOM_LIGHT_DIR 1
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#include "UnityBuiltin2xTreeLibrary.cginc"
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sampler2D _MainTex;
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fixed _Cutoff;
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fixed4 frag(v2f input) : SV_Target
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{
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fixed4 col = tex2D( _MainTex, input.uv.xy);
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col.rgb *= input.color.rgb;
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clip(col.a - _Cutoff);
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col.a = 1;
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return col;
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}
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ENDCG
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}
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}
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Fallback Off
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}
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