49 lines
1.1 KiB
Plaintext
49 lines
1.1 KiB
Plaintext
// 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
|
|
}
|
|
}
|