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75
Assets/AssetsPackage/art/shader/URPwind.shader
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75
Assets/AssetsPackage/art/shader/URPwind.shader
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Shader "Custom/LeafWindShaderWithDisplacement"
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{
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Properties
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{
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[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
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[HDR] _Color ("Color", Color) = (1, 1, 1, 1)
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_ShakeAmplitude ("Shake Amplitude", Range(0, 0.5)) = 0.1
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_ShakeSpeed ("Shake Speed", Range(0, 5)) = 1
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_ShakeX ("Shake X", Range(-1, 1)) = 0
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_ShakeY ("Shake Y", Range(-1, 1)) = 0
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_ShakeZ ("Shake Z", Range(-1, 1)) = 0
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_Alpha ("Alpha", Range(0, 1)) = 1
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_VertexDisplacementRandomness ("Vertex Displacement Randomness", Range(0, 1)) = 0.1
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_VertexDisplacementLag ("Vertex Displacement Lag", Range(0, 1)) = 0.1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _Color;
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float _ShakeAmplitude;
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float _ShakeSpeed;
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float _ShakeX;
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float _ShakeY;
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float _ShakeZ;
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float _Alpha;
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float _VertexDisplacementRandomness;
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float _VertexDisplacementLag;
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v2f vert (appdata_t v)
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{
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v2f o;
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// Apply vertex shaking
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float displacementFactor = 1.0 - _VertexDisplacementRandomness + _VertexDisplacementRandomness * (1 - 2 * frac(_Time.y * _VertexDisplacementLag + v.vertex.x * 0.1));
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float3 shakeOffset = float3(_ShakeX, _ShakeY, _ShakeZ) * _ShakeAmplitude * sin(_Time.y * _ShakeSpeed + v.vertex.x * 0.1) * displacementFactor;
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v.vertex.xyz += shakeOffset;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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clip(col.a - 0.1);
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if (col.a < _Alpha)
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{
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discard;
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}
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return col;
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}
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ENDCG
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}
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}
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}
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