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

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Plaintext

Shader "Stix Games/Grass"
{
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
_Weight00 ("Weight", Range(0,5)) = 1.5
_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
_Weight01 ("Weight", Range(0,5)) = 1.5
_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
_Weight02 ("Weight", Range(0,5)) = 1.5
_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
_Weight03 ("Weight", Range(0,5)) = 1.5
_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
}
HLSLINCLUDE
#pragma target 4.6
#pragma vertex vert
#pragma hull hullShader
#pragma domain domainShader
#pragma geometry geom
#pragma fragment frag
ENDHLSL
SubShader
{
// Built-in Render Pipeline
Tags{ "Queue" = "AlphaTest" "RenderType" = "StixGamesGrass" }
LOD 1000
Pass
{
Name "FORWARD"
Tags {"LightMode" = "ForwardBase"}
ColorMask RGB
AlphaToMask On
Cull [_CullMode]
HLSLPROGRAM
#define GRASS_PASS_FORWARDBASE
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
// ================= 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"
ENDHLSL
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off
ZTest LEqual
Blend One One
ColorMask RGB
AlphaToMask On
Cull [_CullMode]
HLSLPROGRAM
#define GRASS_PASS_FORWARDADD
#pragma multi_compile_fog
#pragma multi_compile_fwdadd_fullshadows
// ================= 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"
ENDHLSL
}
//Deferred Rendering pass
Pass
{
//Regular unity deferred rendering
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
Cull[_CullMode]
HLSLPROGRAM
#define GRASS_PASS_DEFERRED
#define DEFERRED_PASS
#pragma exclude_renderers nomrt
#pragma multi_compile_prepassfinal
// ================= Shader_feature block start =================
#pragma shader_feature SIMPLE_GRASS ONE_GRASS_TYPE TWO_GRASS_TYPES THREE_GRASS_TYPES FOUR_GRASS_TYPES
//Lighting features are ignored in deferred, as the lighting is defined by the lighting shader
//#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
#define GRASS_PBR_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
//Only random dir grass is supported in deferred
//#pragma shader_feature __ GRASS_RANDOM_DIR
#define GRASS_RANDOM_DIR
#pragma shader_feature __ GRASS_CALC_GLOBAL_WIND
#pragma multi_compile __ GRASS_RENDERTEXTURE_INTERACTION
#pragma multi_compile __ UNITY_HDR_ON
// ================= Shader_feature block end =================
#include "GrassIncludes.hlsl"
ENDHLSL
}
//End of Deferred Rendering
Pass
{
Name "ShadowCaster"
Tags {"LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
Cull [_CullMode]
Offset 1, 0
ColorMask 0
HLSLPROGRAM
#define GRASS_PASS_SHADOWCASTER
#pragma multi_compile_shadowcaster
// ================= 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"
ENDHLSL
}
}
CustomEditor "GrassEditor"
}