OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Templates/Terrain/Trees/BillboardTree.txt

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/BillboardTree"
{
Properties {
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
}
SubShader {
Tags { "Queue" = "Transparent-100" "IgnoreProjector"="True" "RenderType"="CurvedWorld_TreeBillboard" }
Pass {
ColorMask rgb
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#include "../../../../Core/CurvedWorldTransform.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR0;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.color = v.color;
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f input) : SV_Target
{
fixed4 col = tex2D( _MainTex, input.uv);
col.rgb *= input.color.rgb;
clip(col.a);
UNITY_APPLY_FOG(input.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback Off
}