// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ ///////////////////////////////////////////////////////////////////////////////// /// @file Details2.cginc /// @brief Unity Terrain BillboardWavingDoublePass surface shader definition. ///////////////////////////////////////////////////////////////////////////////// #ifndef ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC #define ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC #include "Assets/Alloy/Shaders/Lighting/Standard.cginc" #include "Assets/Alloy/Shaders/Type/Details2.cginc" void aSurfaceShader( inout ASurface s) { half4 base = aSampleBase(s) * s.vertexColor; s.baseColor = base.rgb; s.opacity = base.a; aCutout(s); s.specularity = 0.5h; s.roughness = 1.0h; s.opacity *= s.vertexColor.a; } #endif // ALLOY_SHADERS_DEFINITION_DETAILS2_CGINC