Files
Fishing2/Assets/Levels/Map/Shader/RF4_Water2_WaterBRDF.shader
2025-05-10 12:49:47 +08:00

35 lines
1.0 KiB
GLSL

Shader "RF4/Water2/WaterBRDF" {
Properties {
_WaterColor ("Water Color", Vector) = (0,0,1,1)
_WaterDensity ("Water Density", Vector) = (2.5,4,0,0)
_Distortion ("Distortion", Vector) = (0,0,1,0)
_PlanarReflectionFadingStartAngle ("Planar Reflections Fading Start Angle", Range(0, 1)) = 0.85
_ReflectionProbeIntensity ("Reflection Probe Intensity", Float) = 3
_Tile ("Maps Tiling", Float) = 1
[HideInInspector] _Interact0 ("Interact0", 2D) = "black" {}
[HideInInspector] _Interact1 ("Interact1", 2D) = "black" {}
[HideInInspector] _Interact2 ("Interact2", 2D) = "black" {}
[HideInInspector] _Interact3 ("Interact3", 2D) = "black" {}
[HideInInspector] [HDR] _Reflection ("Reflection", 2D) = "black" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
Fallback "Diffuse"
}