VegetationTwoPass
From Unify Community Wiki
(Difference between revisions)
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==ShaderLab - VegetationTwoPass.shader== | ==ShaderLab - VegetationTwoPass.shader== | ||
+ | <shaderlab> | ||
Shader "Nature/Vegetation Two Pass" { | Shader "Nature/Vegetation Two Pass" { | ||
Properties { | Properties { | ||
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} | } | ||
} | } | ||
+ | </shaderlab> |
Revision as of 14:21, 2 December 2005
Author: Nicholas Francis
Description
This shader will renders two passes, One doing Cut off, and a second where it renders semitransparent details.
Usage
Place this shader somewhere in your Assets folder hierarchy. Then, use it on any object where you want Culling off and alpha textures.
ShaderLab - VegetationTwoPass.shader
<shaderlab>
Shader "Nature/Vegetation Two Pass" { Properties { _Color ("Main Color", Color) = (.5, .5, .5, .5) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5 } SubShader { // Set up basic lighting Material { Diffuse [_Color] Ambient [_Color] } Lighting On // Render both front and back facing polygons. Cull Off // first pass: // render any pixels that are more than [_Cutoff] opaque Pass { AlphaTest Greater [_Cutoff] SetTexture [_MainTex] { combine texture * primary, texture } } // Second pass: // render in the semitransparent details. Pass { // Dont write to the depth buffer ZWrite off // Only render pixels less or equal to the value AlphaTest LEqual [_Cutoff] // Set up alpha blending Blend SrcAlpha OneMinusSrcAlpha SetTexture [_MainTex] { combine texture * primary, texture } } } }
</shaderlab>