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- // 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"
- }
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