ArabDesert/Assets/Bakery/ftUnlitTerrain.shader

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Shader "Hidden/ftUnlitTerrain"
{
Properties
{
_MainTex ("Albedo", 2D) = "white" { }
_TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
Name "META"
Tags {"LightMode"="Meta"}
Cull Off
CGPROGRAM
#include"UnityStandardMeta.cginc"
float4 frag_meta2 (v2f_meta i): SV_Target
{
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
o.Albedo = tex2D(_MainTex, i.uv);
return UnityMetaFragment(o);
}
#pragma vertex vert_meta
#pragma fragment frag_meta2
ENDCG
}
Tags {"Queue" = "Overlay+1" "RenderType"="TransparentCutout"}
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vs
#pragma fragment ps
#include "UnityCG.cginc"
#pragma multi_compile __ _ALPHATEST_ON
sampler2D _MainTex;
#ifdef _ALPHATEST_ON
sampler2D _TerrainHolesTexture;
void ClipHoles(float2 uv)
{
float hole = tex2D(_TerrainHolesTexture, uv).r;
clip(hole == 0.0f ? -1 : 1);
}
#endif
struct pi
{
float4 Position : SV_POSITION;
float2 TexCoords : TEXCOORD0;
};
void vs(in appdata_full IN, out pi OUT)
{
OUT.Position = UnityObjectToClipPos(IN.vertex);
OUT.TexCoords = IN.texcoord.xy;
}
float4 ps( in pi IN ) : COLOR
{
#ifdef _ALPHATEST_ON
ClipHoles(IN.TexCoords);
#endif
float4 tex = tex2D(_MainTex, IN.TexCoords);
tex.a = 1;
return tex;
}
ENDCG
}
}
Dependency "BaseMapShader" = "Hidden/ftUnlitTerrain"
Dependency "BaseMapGenShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-BaseGen"
}