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Copy pathNewGrassShader.shader
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NewGrassShader.shader
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Shader "Unlit/NewGrassShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_Size("Size", float) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2g
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
};
struct g2f
{
float4 pos : SV_POSITION;
float3 normal : NORMAL;
};
fixed4 _Color;
fixed _Size;
v2g vert (appdata v)
{
v2g o;
o.vertex = v.vertex;
o.normal = v.normal; //UnityObjectToWorldNormal(v.normal);
o.uv = v.uv;
return o;
}
[maxvertexcount(4)]
void geom(line v2g l[2], inout TriangleStream<g2f> ts)
{
float3 normal = normalize(l[0].normal + l[1].normal);
float4 v0 = l[0].vertex + (normal,0.);
float4 v1 = l[1].vertex + (normal,0.);
float3 n_quad = UnityObjectToWorldNormal(cross(normal, (v0.xyz-v1.xyz)));
// float3 n_quad = cross(normal, (v0.xyz-v1.xyz));
g2f o;
o.pos = UnityObjectToClipPos(l[0].vertex);
o.normal = n_quad;
ts.Append(o);
o.pos = UnityObjectToClipPos(l[1].vertex);
o.normal = n_quad;
ts.Append(o);
o.pos = UnityObjectToClipPos(v0);
o.normal = n_quad;
ts.Append(o);
o.pos = UnityObjectToClipPos(v1);
o.normal = n_quad;
ts.Append(o);
}
[maxvertexcount(4)]
// void geom(point v2g IN[1], inout TriangleStream<g2f> ts)
// {
// float3 direction = (1.,0.,0.);
// float3 center = IN[0].vertex.xyz;
// float3 up = center + IN[0].normal;
// float3 normal = normalize(cross(up-center, direction));
// float4 v0 = IN[0].vertex;
// g2f o;
// o.pos = UnityObjectToClipPos(v0);
// o.normal = normal;
// ts.Append(o);
// o.pos = UnityObjectToClipPos(v0 + _Size*((direction),1.) );
// o.normal = normal;
// ts.Append(o);
// o.pos = UnityObjectToClipPos(v0 + _Size*((direction + up),1.) );
// o.normal = normal;
// ts.Append(o);
// o.pos = UnityObjectToClipPos(v0 + _Size*((up),1.));
// o.normal = normal;
// ts.Append(o);
// }
fixed4 frag (g2f i) : SV_Target
{
float d = dot(i.normal, _WorldSpaceLightPos0.xyz);
fixed4 col = _Color;
//col.rgb *= d;
return col;
}
ENDCG
}
}
}