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GLSL shaders
SargisX edited this page Aug 12, 2024
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5 revisions
Shader "Snow Plane" { Properties { _Color ("Color", Color) = (1,1,1,1) _BottomColor ("Bottom Color", Color) = (.8,.8,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _NormalMap ("Normal", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0
_HeightMap ("Height Map", 2D) = "white" {}
_HeightAmount ("Height Amount", float) = 0.5
_TessellationAmount ("Tessellation Amount", Range(1,32)) = 8
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow tessellate:tess nolightmap
float _TessellationAmount;
float tess()
{
return _TessellationAmount;
}
#pragma target 4.6
sampler2D _MainTex;
sampler2D _NormalMap;
sampler2D _HeightMap;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _BottomColor;
float _HeightAmount;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void vert(inout appdata_full v)
{
float offset = tex2Dlod(_HeightMap, float4(v.texcoord.xy, 0, 0)).r * _HeightAmount;
v.vertex.y += offset;
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
float height = tex2D(_HeightMap, IN.uv_MainTex).r;
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * lerp(_BottomColor, _Color, height);
o.Albedo = c.rgb;
o.Normal = tex2D(_NormalMap, IN.uv_MainTex);
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}