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54
Assets/Pixel3D/Shaders/Grass.shader
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54
Assets/Pixel3D/Shaders/Grass.shader
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Shader "Custom/Grass"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_AlphaCutout("Alpha Cutout", Range(0, 1)) = 0.5
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_ColorTex("Color Texture", 2D) = "white" {}
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_TipColor("Tip Color", Color) = (0, 0, 0, 1)
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_TipColorShift("Tip Color Shift", Range(0, 1)) = 0.2
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_Scale("Scale", Range(0, 3)) = 0.5
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_WindSpeed("Wind Speed", Range(0, 1)) = 0.5
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_WindStrength("Wind Strength", Range(0, 1)) = 0.5
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}
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SubShader
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{
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Tags {
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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// "LightMode" = "ForwardBase"
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}
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Pass
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{
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Name "Grass"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#include "Grass.hlsl"
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ENDCG
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}
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Pass
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{
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Name "GrassAdd"
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Tags { "LightMode" = "ForwardAdd" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#include "Grass.hlsl"
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ENDCG
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}
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UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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}
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}
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