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Copy pathWavingGrass.shader
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WavingGrass.shader
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Shader "Hidden/TerrainEngine/Details/WavingDoublePass" {
Properties {
_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
}
SubShader {
Tags {
"Queue" = "Transparent-200"
"IgnoreProjector"="True"
"RenderType"="Grass"
}
Cull Off // Grass is two-sided, so don't cull either side
LOD 200
ColorMask RGB
CGPROGRAM
#pragma surface surf Lambert vertex:WavingGrassVert alpha
#pragma exclude_renderers flash
#include "TerrainEngine.cginc"
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a * IN.color.a;
}
ENDCG
}
SubShader {
Tags {
"Queue" = "Transparent+200"
"IgnoreProjector"="True"
"RenderType"="Grass"
}
Cull Off // Grass is two-sided, so don't cull either side
LOD 200
ColorMask RGB
Pass {
Tags { "LightMode" = "Vertex" }
Material {
Diffuse (1,1,1,1)
Ambient (1,1,1,1)
}
Lighting On
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex] { combine texture * primary DOUBLE, texture }
}
Pass {
Tags { "LightMode" = "VertexLMRGBM" }
BindChannels {
Bind "Vertex", vertex
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
}
SetTexture [unity_Lightmap] {
matrix [unity_LightmapMatrix]
combine texture * texture alpha DOUBLE
}
SetTexture [_MainTex] { combine texture * previous QUAD, texture }
}
}
Fallback Off
}