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64 lines
3.5 KiB
64 lines
3.5 KiB
2 years ago
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Fantasy Forest/StandardNoCulling"
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{
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Properties
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{
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_Cutoff( "Mask Clip Value", Float ) = 0.5
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_MainTex("Main Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform float4 _Color;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _Cutoff = 0.5;
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode3 = tex2D( _MainTex, uv_MainTex );
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o.Albedo = ( _Color * tex2DNode3 ).rgb;
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float temp_output_1_0 = 0.0;
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float3 temp_cast_1 = (temp_output_1_0).xxx;
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o.Specular = temp_cast_1;
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o.Smoothness = temp_output_1_0;
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o.Alpha = 1;
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clip( tex2DNode3.a - _Cutoff );
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}
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ENDCG
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=16800
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217;288;1468;745;955;272.5;1;True;True
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Node;AmplifyShaderEditor.ColorNode;4;-658,-203.5;Float;False;Property;_Color;Color;2;0;Create;True;0;0;False;0;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;3;-756,-24.5;Float;True;Property;_MainTex;Main Texture;1;0;Create;False;0;0;False;0;None;1d49d1e2d8a2b97478e3e0355dbf3a07;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;-314,-117.5;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;1;-201,73.5;Float;False;Constant;_Float0;Float 0;0;0;Create;True;0;0;False;0;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;Fantasy Forest/StandardNoCulling;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;TransparentCutout;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;5;0;4;0
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WireConnection;5;1;3;0
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WireConnection;0;0;5;0
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WireConnection;0;3;1;0
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WireConnection;0;4;1;0
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WireConnection;0;10;3;4
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ASEEND*/
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//CHKSM=F70C883D7D45C9986ACD48D59A3121065840E57F
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