第一次提交
This commit is contained in:
@@ -0,0 +1,48 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
// Simplified Diffuse shader. Differences from regular Diffuse one:
|
||||
// - no Main Color
|
||||
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||
|
||||
// Shader "Mobile/Diffuse"
|
||||
|
||||
Shader "Amazing Assets/Terrain To Mesh/Grass"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Base", 2D) = "white" {}
|
||||
_Cutoff ("Cutoff", float) = 0.5
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest"}
|
||||
LOD 150
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert noforwardadd addshadow nometa
|
||||
|
||||
sampler2D _MainTex;
|
||||
float _Cutoff;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
|
||||
fixed4 color : COLOR;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o)
|
||||
{
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
|
||||
|
||||
clip(c.a - _Cutoff * 1.01);
|
||||
|
||||
o.Albedo = c.rgb * IN.color.rgb * 2;
|
||||
o.Alpha = c.a;
|
||||
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user