/* ░██████╗░██████╗░░█████╗░░██████╗░██████╗  ░██████╗░██╗░░░░░░░██╗░█████╗░██╗░░░██╗ ██╔════╝░██╔══██╗██╔══██╗██╔════╝██╔════╝  ██╔════╝░██║░░██╗░░██║██╔══██╗╚██╗░██╔╝ ██║░░██╗░██████╔╝███████║╚█████╗░╚█████╗░  ╚█████╗░░╚██╗████╗██╔╝███████║░╚████╔╝░ ██║░░╚██╗██╔══██╗██╔══██║░╚═══██╗░╚═══██╗  ░╚═══██╗░░████╔═████║░██╔══██║░░╚██╔╝░░ ╚██████╔╝██║░░██║██║░░██║██████╔╝██████╔╝  ██████╔╝░░╚██╔╝░╚██╔╝░██║░░██║░░░██║░░░ ░╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚═════╝░  ╚═════╝░░░░╚═╝░░░╚═╝░░╚═╝░░╚═╝░░░╚═╝░░░ ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ ____________________________________________________________________________________________________________________________________________ ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ ____________________________________________________________________________________________________________________________________________ License: The license is ATTRIBUTION 3.0 More license info here: https://creativecommons.org/licenses/by/3.0/ ____________________________________________________________________________________________________________________________________________ This shader has NOT been tested on any other PC configuration except the following: CPU: Intel Core i5-6400 GPU: NVidia GTX 750Ti RAM: 16GB Windows: 10 x64 DirectX: 11 ____________________________________________________________________________________________________________________________________________ */ Shader "Ultimate 10+ Shaders/Grass Sway" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Normal ("Normal Map", 2D) = "bump" {} _NormalStrength ("Normal Strength", float) = 0.25 _Smoothness ("Smoothness", Range(0, 1)) = 0.5 _Metallic ("Metallic", Range(0, 1)) = 0.5 _Cutoff ("Cutoff", Range(0, 1)) = 0.25 _Speed ("Speed", float) = 0.25 _WindDirection ("Wind Direction", float) = (1,0,0,1) [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0 } SubShader { Tags { "RenderType"="Cutout" } LOD 200 Cull [_Cull] CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard keepalpha fullforwardshadows addshadow #pragma vertex vert #ifndef SHADER_API_D3D11 #pragma target 3.0 #else #pragma target 4.0 #endif fixed4 _Color; sampler2D _MainTex; sampler2D _Normal; half _NormalStrength; half _Smoothness; half _Metallic; half _Cutoff; half _Speed; half4 _WindDirection; struct Input { float2 uv_MainTex; float2 uv_Normal; }; // 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) fixed4 pixel; void surf (Input IN, inout SurfaceOutputStandard o) { pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = pixel.rgb; clip(pixel.a - _Cutoff); o.Alpha = pixel.a - _Cutoff; o.Smoothness = _Smoothness; o.Metallic = _Metallic; o.Normal = UnpackNormal(tex2D (_Normal, IN.uv_Normal) * _NormalStrength); } struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; fixed4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; void vert(inout appdata input){ input.vertex += UnityObjectToWorldDir(input.vertex).y * _WindDirection * sin(_Time.y * _Speed); } ENDCG } FallBack "Diffuse" }