Kastell/Assets/Pixel3D/Shaders/GrassBlending.shader
Gerard Gascón f5c1616018 init
2025-02-02 23:45:04 +01:00

56 lines
1.3 KiB
Text

Shader "Custom/GrassBlending"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _GrassTex;
float _AlphaThreshold;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 color = tex2D(_MainTex, i.uv);
fixed4 grassColor = tex2D(_GrassTex, i.uv);
if (grassColor.a > _AlphaThreshold)
color.rgb = lerp(color.rgb, grassColor.rgb, grassColor.a);
return color;
}
ENDCG
}
}
}