54 lines
1.1 KiB
Plaintext
54 lines
1.1 KiB
Plaintext
Shader "Hidden/TerrainEngine/BillboardTree" {
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Properties {
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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}
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SubShader {
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Tags { "Queue" = "Transparent-100" "IgnoreProjector"="True" "RenderType"="TreeBillboard" }
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Pass {
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ColorMask rgb
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "TerrainEngine.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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fixed4 color : COLOR0;
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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};
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v2f vert (appdata_tree_billboard v) {
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v2f o;
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TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.x = v.texcoord.x;
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o.uv.y = v.texcoord.y > 0;
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o.color = v.color;
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f input) : SV_Target
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{
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fixed4 col = tex2D( _MainTex, input.uv);
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col.rgb *= input.color.rgb;
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clip(col.a);
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UNITY_APPLY_FOG(input.fogCoord, col);
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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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