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Assets/Pixel3D/Shaders/GrassBlending.shader
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56
Assets/Pixel3D/Shaders/GrassBlending.shader
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Shader "Custom/GrassBlending"
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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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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _GrassTex;
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float _AlphaThreshold;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 color = tex2D(_MainTex, i.uv);
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fixed4 grassColor = tex2D(_GrassTex, i.uv);
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if (grassColor.a > _AlphaThreshold)
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color.rgb = lerp(color.rgb, grassColor.rgb, grassColor.a);
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return color;
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}
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ENDCG
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}
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}
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}
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