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- Shader "Custom/Moss" {
- Properties {
- _MainTex ("Main texture", 2D) = "white" {}
- _MossTex ("Moss texture", 2D) = "gray" {}
- _Direction ("Direction", Vector) = (0, 1, 0)
- _Amount ("Amount", Range(0, 1)) = 1
- }
- SubShader {
- Pass {
- Tags { "RenderType"="Opaque" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float3 normal : NORMAL;
- float2 uv_Main : TEXCOORD0;
- float2 uv_Moss : TEXCOORD1;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D _MossTex;
- float4 _MossTex_ST;
- v2f vert(appdata_full v) {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.uv_Main = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.uv_Moss = TRANSFORM_TEX(v.texcoord, _MossTex);
- o.normal = mul(_Object2World, v.normal);
- return o;
- }
- float3 _Direction;
- fixed _Amount;
- fixed4 frag(v2f i) : COLOR {
- fixed val = dot(normalize(i.normal), _Direction);
- if(val < 1 - _Amount)
- val = 0;
- fixed4 tex1 = tex2D(_MainTex, i.uv_Main);
- fixed4 tex2 = tex2D(_MossTex, i.uv_Moss);
- return lerp(tex1, tex2, val);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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