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