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111 lines
3.9 KiB
111 lines
3.9 KiB
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) |
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Shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass" |
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{ |
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Properties |
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{ |
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_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0) |
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} |
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_WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1) |
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_Cutoff ("Cutoff", float) = 0.5 |
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} |
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SubShader |
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{ |
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Tags {"Queue" = "Geometry+200" "RenderType" = "GrassBillBoard" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" }//"DisableBatching"="True" |
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Cull Off |
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LOD 200 |
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AlphaTest Greater [_Cutoff] |
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ColorMask RGB |
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Pass |
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{ |
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HLSLPROGRAM |
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#pragma target 2.0 |
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// ------------------------------------- |
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// Universal Pipeline keywords |
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN |
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS |
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS |
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#pragma multi_compile_fragment _ _SHADOWS_SOFT |
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING |
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#pragma multi_compile _ SHADOWS_SHADOWMASK |
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#pragma multi_compile _ _CLUSTERED_RENDERING |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
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#pragma multi_compile _ LIGHTMAP_ON |
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#pragma multi_compile_fog |
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#pragma multi_compile_fragment _ DEBUG_DISPLAY |
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//-------------------------------------- |
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// GPU Instancing |
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#pragma multi_compile_instancing |
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#pragma vertex WavingGrassBillboardVert |
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#pragma fragment LitPassFragmentGrass |
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#define _ALPHATEST_ON |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "DepthOnly" |
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Tags{"LightMode" = "DepthOnly"} |
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ZWrite On |
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ColorMask 0 |
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Cull Off |
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HLSLPROGRAM |
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#pragma target 2.0 |
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#pragma vertex DepthOnlyVertex |
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#pragma fragment DepthOnlyFragment |
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// ------------------------------------- |
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// Material Keywords |
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#define _ALPHATEST_ON |
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
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//-------------------------------------- |
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// GPU Instancing |
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#pragma multi_compile_instancing |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "DepthNormals" |
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Tags{"LightMode" = "DepthNormals"} |
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ZWrite On |
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Cull Off |
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HLSLPROGRAM |
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#pragma target 2.0 |
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#pragma vertex DepthNormalOnlyVertex |
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#pragma fragment DepthNormalOnlyFragment |
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// ------------------------------------- |
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// Material Keywords |
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#define _ALPHATEST_ON |
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
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//-------------------------------------- |
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// GPU Instancing |
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#pragma multi_compile_instancing |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl" |
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ENDHLSL |
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} |
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} |
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}
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