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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/TerrainShaders/Trees/BillboardTree.shader
2024-08-23 15:49:34 +08:00

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