Shader "Custom/WindGrass" {
Properties {

_MainTex ("Albedo (RGB)", 2D) = "white" {}
 
_WindFrecuency("Wind Frecuency",NAME_1(0.001,100)) = 1
_WindStrength("Wind Strength", NAME_1( 0, 2 )) = 0.3
_WindGustDistance("Distance between gusts",NAME_1(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 _WindFrecuency;
half _WindGustDistance;
half _WindStrength;
float3 _WindDirection;
 

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);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
 
}
FallBack "Diffuse"
}
Describe the overall purpose of the above code. Then provide an explanation of each method in the code. Make sure your entire response is wrapped in JSON format.
user