// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Custom/GroundCover" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo", 2D) = "white" {} [NoScaleOffset]_MetallicSmooth ("_MetallicSmooth", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 [NoScaleOffset]_Normal("Normal", 2D) = "bump" {} _NormalScale ("Normal Scale", Float) = 1.0 [NoScaleOffset]_Occlusion ("Occlusion", 2D) = "white" {} _OcclusionScale ("Occlusion Scale", Range(0, 1)) = 1.0 [NoScaleOffset]_WindNoise ("_WindNoise", 2D) = "white" {} _NoiseAmount ("Noise Amount", Vector) = (0,0,0,0) _NoiseScale ("Noise Texture Scale", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Cull off CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert addshadow // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex, _WindNoise, _Normal, _MetallicSmooth, _Occlusion; struct Input { float2 uv_MainTex; float3 worldPos; float4 vertCol : COLOR; INTERNAL_DATA }; half _Glossiness; half _NormalScale, _OcclusionScale; half _Metallic, _NoiseScale; fixed4 _Color; half4 _NoiseAmount; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); float3 worldPos = mul (unity_ObjectToWorld, v.vertex).xyz; float3 offset = float3(0, 0.1, 0.2); float2 UV = worldPos.xz; UV.xy += _Time*2; float3 windNoise = tex2Dlod(_WindNoise, float4(UV, 0, 0) * _NoiseScale).rgb; v.vertex.z += sin(_Time*20) * v.color.a * _NoiseAmount.z * v.color.r * windNoise.g; v.vertex.z += sin(_Time*15) * v.color.a * _NoiseAmount.z * v.color.g * windNoise.g; v.vertex.z += sin(_Time*25) * v.color.a * _NoiseAmount.z * v.color.b * windNoise.g; v.vertex.x += sin(_Time*20) * v.color.a * _NoiseAmount.x * v.color.r * windNoise.r; v.vertex.x += sin(_Time*15) * v.color.a * _NoiseAmount.x * v.color.g * windNoise.r; v.vertex.x += sin(_Time*25) * v.color.a * _NoiseAmount.x * v.color.b * windNoise.r; v.vertex.y += windNoise.r * _NoiseAmount.y * v.color.a * v.color.r; v.vertex.y += windNoise.g * _NoiseAmount.y * v.color.a * v.color.g; v.vertex.y += windNoise.b * _NoiseAmount.y * v.color.a * v.color.b; } // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex); fixed4 noiseTex = tex2D (_WindNoise, IN.worldPos.xz * 0.1); c.rgb *= lerp(_Color, float4(1,1,1,1), noiseTex); o.Albedo = c.rgb; o.Normal = UnpackScaleNormal(tex2D(_Normal, IN.uv_MainTex), _NormalScale); o.Occlusion = lerp(1, tex2D (_Occlusion, IN.uv_MainTex), _OcclusionScale); fixed4 metallicSmooth = tex2D (_MetallicSmooth, IN.uv_MainTex); o.Metallic = _Metallic * metallicSmooth.r; o.Smoothness = _Glossiness * metallicSmooth.a; o.Alpha = c.a; clip(c.a - 0.5); } ENDCG } FallBack "Diffuse" }