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Question by TreyH · May 25, 2019 at 08:03 AM · terraingrassshader writing

How to Expose a Terrain's Grass Shader Properties?

I'm working on a grass shader for the LWRP, but am having trouble setting a shader property. As grass shaders do not seem to have an exposed material to work with, is there an entrypoint for supplying a non-global texture / property?

The default LWRP grass shader clearly defines properties that are used by the terrain engine (and these are set by TerrainData properties), so I assume Unity does have a way of accessing them. In my case, I've added an extra Texture for grass volume / depression:

 // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
 Shader "Hidden/TerrainEngine/Details/LightweightPipeline/Override/WavingDoublePass"
 {
     Properties
     {
         _WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
         _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
         _WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
         _Cutoff ("Cutoff", float) = 0.5
         _VolumeData ("Grass Depression", 2D) = "black" {}
     }
     //...
 }


There's going to be a trivial solution here, but it's not coming to me. A post from 2015 had a similar problem, but I didn't have luck with setting the texture globally either. Thanks.

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