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Question by Skyunarankage · Dec 15, 2020 at 01:12 PM · shadermaterialgrass

Add shadows to my grass shader? can anyone help.

This is my shader at the moment. I have no idea to get the shadows not just be the mesh. alt text {

Shader "Custom/GrassShader" {

 Properties{
     _Color("Color", Color) = (1,1,1,1)

     _MainTex("Albedo (RGB)", 2D) = "white" {}

     _Glossiness("Smoothness", Range(0,1)) = 0.5

     _Metallic("Metallic", Range(0,1)) = 0.0

         _ShadowIntensity ("Shadow Intensity",Range(0,1))=0.6
         _WindFrecuency("Wind Frecuency",Range(0.001,100)) = 1
         _WindStrength("Wind Strength", Range(0, 2)) = 0.3
         _WindGustDistance("Distance between gusts",Range(0.001,50)) = .25
         _WindDirection("Wind Direction", vector) = (1,0, 1,0)

 }
     SubShader{
     Tags { "Queue" = "Transparent"
     "RenderType" = "TransparentCutout"
     }
     LOD 200

     CGPROGRAM

     #pragma surface surf Standard vertex:vert alpha:fade 


         sampler2D _MainTex;

         struct Input {
         float2 uv_MainTex;
         };

         half _Glossiness;
         half _Metallic;
         fixed4 _Color;

         half _WindFrecuency;
         half _WindGustDistance;
         half _WindStrength;
         float3 _WindDirection;

         uniform float _ShadowIntensity;

         void vert(inout appdata_full v)
         {
             float4 localSpaceVertex = v.vertex;
             float4 worldSpaceVertex = mul(unity_ObjectToWorld, localSpaceVertex);

             float height = (localSpaceVertex.y / 2 + .5);

             worldSpaceVertex.x += sin(_Time.x * _WindFrecuency + worldSpaceVertex.x * _WindGustDistance) * height * _WindStrength * _WindDirection.x;
             worldSpaceVertex.z += sin(_Time.x * _WindFrecuency + worldSpaceVertex.z * _WindGustDistance) * height * _WindStrength * _WindDirection.z;

             v.vertex = mul(unity_WorldToObject, worldSpaceVertex);

         }

         void surf(Input IN, inout SurfaceOutputStandard o) {
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
             }
             ENDCG

     }
         FallBack "VertexLit"

} }

grassshadersad.png (365.9 kB)
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avatar image Llama_w_2Ls · Dec 15, 2020 at 03:45 PM 0
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Is your shader transparent?

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