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

65 lines
1.8 KiB
Text

Shader "Custom/Leaf"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_AlphaCutout("Alpha Cutout", Range(0, 1)) = 0.5
[MaterialToggle] _UseShadeTex ("Use Shade Texture", Float) = 0
_ShadeTex ("Shade Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_DarknessColor ("Darkness Color", Color) = (0.5,0.5,0.5,1)
_DarknessMidpoint ("Darkness Midpoint", Range(0, 1)) = 0.5
_ShadowThreshold ("Shadow Threshold", Range(0, 1)) = 0.5
_ShadeBitDepth ("Shade Bit Depth", Range(0, 15)) = 5
_TipColor("Tip Color", Color) = (0, 0, 0, 1)
_TipColorShift("Tip Color Shift", Range(0, 1)) = 0.2
_Scale("Scale", Range(0, 3)) = 0.5
_WindSpeed("Wind Speed", Range(0, 1)) = 0.5
_WindStrength("Wind Strength", Range(0, 1)) = 0.5
_Extrude("Extrude", Range(-5, 5)) = 0.5
}
SubShader
{
Tags {
// "RenderType" = "Opaque"
"RenderType" = "TransparentLeaf"
"PreviewType" = "Plane"
}
Pass
{
Name "Leaf"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
// #include "Leaf.hlsl"
#include "LeafCel.hlsl"
ENDCG
}
Pass
{
Name "LeafAdd"
Tags { "LightMode" = "ForwardAdd" }
CGPROGRAM
#pragma multi_compile_lightpass
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
// #include "Leaf.hlsl"
#include "LeafCel.hlsl"
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}