diff --git a/GLSL-shaders.md b/GLSL-shaders.md new file mode 100644 index 0000000..2fc2d6d --- /dev/null +++ b/GLSL-shaders.md @@ -0,0 +1,76 @@ +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" +}