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CartoonRPG/Assets/StixGames/GrassShader/FallbackGrassRenderer.shader
Caleb Sandford deQuincey 02c4b5ab66 Adding in new packages
2025-06-05 22:59:18 +01:00

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5.7 KiB
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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"
}