Shader "URP/Environment/Grass/Mobile-Grass"
{
    Properties
    {	
		_Cutoff("Alpha Cutoff",Range(0,1))=0.5
		//_Intensity ("Intensity", Float ) = 1
		_MainTex ("MainTex:X亮度Y渐变强度Z近距离颜色W远距离颜色", 2D) = "white" {}	
		_CollisionTex("Collision (RGB)", 2D) = "white" {}
		_InteractiveTex("Interactive (RGB)", 2D) = "white" {}
		[HiddenInInSpector]_SkillforGrassTimeEncodeTex_TexelSize("", Vector) = (0,0,0,0)
		//_EnvShadow("阴影:A通道shadowmask强度",Color) = (0.5,0.5,0.5,1)
		//_SM_Strength("SM Strength", Range(0, 1)) = 0
		_ColorHL ("纹理G通道高光颜色", Color) = (1,1,1,1)
		[Toggle(_UseR)]_UseR("使用R通道渐变",Float ) = 0
		//_GradientS("渐变强度",Range(0,5)) = 1
		[Main(COLOR,_,2)]
		_COLOR("COLOR", float) = 0
		[Color(COLOR,_,_ColorBottom)]
		_ColorTop ("基础顶部-底部颜色", Color) = (1,1,1,1)	
		[HideInInspector]_ColorBottom ("基础底部颜色", Color) = (1,1,1,1)	
		[Color(COLOR,_,_CMaskBottom)]
		_CMaskTop ("R通道顶部-底部颜色", Color) = (1,1,1,1)
		[HideInInspector]_CMaskBottom ("R通道底部颜色", Color) = (1,1,1,1)	
		[Color(COLOR,_,_CMaskBottomG)]
		_CMaskTopG ("G通道顶部-底部颜色", Color) = (1,1,1,1)	
		[HideInInspector]_CMaskBottomG ("G通道底部颜色", Color) = (1,1,1,1)
		[Color(COLOR,_,_CMaskFar,_CMaskGFar)]
		_ColorFar ("基础远处-R通道内远处-G通道远处", Color) = (1,1,1,1)	
		[HideInInspector]_CMaskFar ("R通道远处颜色", Color) = (1,1,1,1)	
		[HideInInspector]_CMaskGFar ("G通道远处颜色", Color) = (1,1,1,1)
		[Sub(COLOR)]_ColorMTips("Tiling X-R通道 Y-G通道 Offet X-R通道内G通道 Y 高亮遮罩", float) =0
		[Sub(COLOR)]_ColorM("ColorMask:Tiling X-R通道 Y-G通道 Offet Y 高亮遮罩A通道Tilling",2D)="white"{}

		//_Flip_CMaskGFar ("R通道内G通道远处颜色", Color) = (1,1,1,1)	
		[Main(WIND,_,2)]
		_WIND("WIND", float) = 0
		[Sub(WIND)]_BladeTips("Tiling XY-WindG通道内缩放 Offet XY整体缩放", float) =0
		//_BladeCurve("Blade Curvature", Range(-0.5, 0.5)) = 0
		[Sub(WIND)]_BladeHeight("Blade Height",Vector)=(0,0.5,0,0)
		// _ColorMTips("Tiling X-R通道 Y-G通道 Offet X-R通道内G通道 Y 高亮遮罩", float) =0
		// _ColorM("Color_Mask",2D)="white"{}
		//[Sub(WIND)]_WindTips("Tiling X平铺 Y风强度 Offet X摆动强度 Y高度BladeHeight-Tilling", float) =0
		[Sub(WIND)]_Wind("Tiling X平铺 Y风强度 Offet X摆动强度 Y高度BladeHeight-Tilling",2D)="white"{}
		[Sub(WIND)]_Spec_Speed_Blade("X:流光强度Y:流光距离Z:速度W:弯曲度", Vector) = (2,100,-0.1,0.3)
		//_TimeScale("_TimeScale",float)=1
		// _WaveSpeed("Wave Speed",Range(-20, 20)) = 1
		// _SpecStrength("SpecStrength",float)=0.3
		// _SpecDistance("SpecDistance",float) = 30
		//_LightMap("Light Map", 2D) = "white" {}
		//_LM_Strength ("LM Strength", Range(0, 1)) = 0
		_TerrainSize("Terrain Size", Vector) = (0,0,0,0)
    }
	SubShader
    {
        Tags {  "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "DisableBatching" = "True" }
        LOD 200
		UsePass "HiddenURP/Environment/Grass/Mobile-Grass-Func/DepthOnly" 
      	UsePass "HiddenURP/Environment/Grass/Mobile-Grass-Func/Grass-Ramp-Alpha" 
      	//UsePass "HiddenURP/Instance-Grass-Common/Grass-Ramp-Alpha-ZOff" 
    }
	CustomEditor "FZDL.ShaderDrawer.LWGUI"
}