5 GLSL shaders
SargisX edited this page 2024-08-13 01:21:57 +04:00

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"

}