Shader "Hidden/Stix Games/Grass Fallback Renderer" { Properties { _CullMode("CullMode", int) = 0 [PowerSlider(3.0)] _TargetDensity("Target Density", Range(0.01,1)) = 0.2 _DensityFalloffStart("Density Falloff Start", Float) = 5 _DensityFalloffScale("Density Falloff Scale", Range(0, 3)) = 0.25 _DensityFalloffPower("Density Falloff Power", Range(0, 3)) = 1.3 _LODStart("LOD Start", float) = 20 _LODEnd("LOD End", float) = 100 [IntRange] _LODMax("LOD Max", Range(1,6)) = 6 _GrassFadeStart("Grass Fade Start", float) = 50 _GrassFadeEnd("Grass Fade End", float) = 100 _Disorder("Disorder", float) = 0.3 _GrassFloorColor("Grass Floor Color", Color) = (0.35, 0.35, 0.35, 1) _GrassFloorColorTexture("Grass Floor Color Texture", 2D) = "white" {} _FloorColorStrength("Grass Floor Color Strength", Range(0, 1)) = 1 [PowerSlider(8.0)] _FloorColorPower("Grass Floor Color Power", Range(0.1, 100)) = 2 _FloorColorOffset("Grass Floor Color Offset", Range(-1, 1)) = 0 _BurnCutoff("Burn Cutoff", Range(0, 1)) = 0.05 _TextureCutoff("Texture Cutoff", Range(0, 1)) = 0.1 _WindParams("Wind WaveStrength(X), WaveSpeed(Y), RippleStrength(Z), RippleSpeed(W)", Vector) = (0.3, 1.2, 0.15, 1.3) _WindRotation("Wind Rotation", Range(0, 6.28318530718)) = 0 _ColorMap("Color Texture (RGB), Height(A)", 2D) = "white" {} _Displacement("Displacement Texture (RG)", 2D) = "bump" {} _DensityTexture("Grass Density 1(R) 2(G) 3(B) 4(A)", 2D) = "red" {} _DensityValues("Grass Density Values", Vector) = (1, 1, 1, 1) _GrassTex00("Grass Texture", 2D) = "white" {} _Color00("Color", Color) = (0.5, 0.7, 0.3, 1) _SecColor00("Secondary Color", Color) = (0.2, 0.5, 0.15, 1) _SpecColor00("Specular Color", Color) = (0.2, 0.2, 0.2, 1) _Smoothness00("Smoothness", Range(0,1)) = 0.5 _Subsurface00("Subsurface Scattering", Range(0,1)) = 0.3 _Softness00("Softness", Range(0,1)) = 0.5 _Width00("Width", float) = 0.1 _MinHeight00("Min Height", float) = 0.2 _MaxHeight00("Max Height", float) = 1.5 _TextureAtlasWidth00("Texture Atlas Width", int) = 1 _TextureAtlasHeight00("Texture Atlas Height", int) = 1 _AtlasOffset00("Padding to prevent color leakage", Range(0, 0.5)) = 0.01 _GrassTex01("Grass Texture", 2D) = "white" {} _Color01("Color", Color) = (0.5, 0.7, 0.3, 1) _SecColor01("Secondary Color", Color) = (0.2, 0.5, 0.15, 1) _SpecColor01("Specular Color", Color) = (0.2, 0.2, 0.2, 1) _Smoothness01("Smoothness", Range(0,1)) = 0.5 _Subsurface01("Subsurface Scattering", Range(0,1)) = 0.3 _Softness01("Softness", Range(0,1)) = 0.5 _Width01("Width", float) = 0.1 _MinHeight01("Min Height", float) = 0.2 _MaxHeight01("Max Height", float) = 1.5 _TextureAtlasWidth01("Texture Atlas Width", int) = 1 _TextureAtlasHeight01("Texture Atlas Height", int) = 1 _AtlasOffset01("Padding to prevent color leakage", Range(0, 0.5)) = 0.01 _GrassTex02("Grass Texture", 2D) = "white" {} _Color02("Color", Color) = (0.5, 0.7, 0.3, 1) _SecColor02("Secondary Color", Color) = (0.2, 0.5, 0.15, 1) _SpecColor02("Specular Color", Color) = (0.2, 0.2, 0.2, 1) _Smoothness02("Smoothness", Range(0,1)) = 0.5 _Subsurface02("Subsurface Scattering", Range(0,1)) = 0.3 _Softness02("Softness", Range(0,1)) = 0.5 _Width02("Width", float) = 0.1 _MinHeight02("Min Height", float) = 0.2 _MaxHeight02("Max Height", float) = 1.5 _TextureAtlasWidth02("Texture Atlas Width", int) = 1 _TextureAtlasHeight02("Texture Atlas Height", int) = 1 _AtlasOffset02("Padding to prevent color leakage", Range(0, 0.5)) = 0.01 _GrassTex03("Grass Texture", 2D) = "white" {} _Color03("Color", Color) = (0.5, 0.7, 0.3, 1) _SecColor03("Secondary Color", Color) = (0.2, 0.5, 0.15, 1) _SpecColor03("Specular Color", Color) = (0.2, 0.2, 0.2, 1) _Smoothness03("Smoothness", Range(0,1)) = 0.5 _Subsurface03("Subsurface Scattering", Range(0,1)) = 0.3 _Softness03("Softness", Range(0,1)) = 0.5 _Width03("Width", float) = 0.1 _MinHeight03("Min Height", float) = 0.2 _MaxHeight03("Max Height", float) = 1.5 _TextureAtlasWidth03("Texture Atlas Width", int) = 1 _TextureAtlasHeight03("Texture Atlas Height", int) = 1 _AtlasOffset03("Padding to prevent color leakage", Range(0, 0.5)) = 0.01 } SubShader { Tags{ "Queue" = "AlphaTest" "RenderType" = "StixGamesGrass" } LOD 1000 Pass { ColorMask RGBA Cull Front//[_CullMode] CGPROGRAM #define GRASS_FALLBACK_RENDERER #pragma target 4.6 #pragma vertex vert #pragma hull hullShader #pragma domain domainShader #pragma geometry geom #pragma fragment frag // ================= Shader_feature block start ================= #pragma shader_feature SIMPLE_GRASS ONE_GRASS_TYPE TWO_GRASS_TYPES THREE_GRASS_TYPES FOUR_GRASS_TYPES #pragma shader_feature GRASS_UNLIT_LIGHTING GRASS_UNSHADED_LIGHTING GRASS_PBR_INVERTED_LIGHTING GRASS_PBR_LIGHTING #pragma shader_feature GRASS_REGULAR_NORMAL_LIGHTING GRASS_HYBRID_NORMAL_LIGHTING GRASS_SURFACE_NORMAL_LIGHTING #pragma shader_feature __ UNIFORM_DENSITY VERTEX_DENSITY #pragma shader_feature __ GRASS_HEIGHT_SMOOTHING #pragma shader_feature __ GRASS_WIDTH_SMOOTHING #pragma shader_feature __ GRASS_ALPHA_SMOOTHING #pragma shader_feature __ GRASS_OBJECT_MODE #pragma shader_feature __ GRASS_TOP_VIEW_COMPENSATION #pragma shader_feature __ GRASS_FOLLOW_SURFACE_NORMAL #pragma shader_feature __ GRASS_USE_TEXTURE_ATLAS #pragma shader_feature __ GRASS_IGNORE_GI_SPECULAR #pragma shader_feature __ GRASS_RANDOM_DIR #pragma shader_feature __ GRASS_CALC_GLOBAL_WIND //#pragma multi_compile __ GRASS_RENDERTEXTURE_INTERACTION // ================= Shader_feature block end ================= #include "GrassIncludes.hlsl" ENDCG } } CustomEditor "GrassEditor" }