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

43 lines
1.3 KiB
GLSL

Shader "NatureManufacture Shaders/Trees/Cross Model Shader" {
Properties {
_Cutoff ("Mask Clip Value", Float) = 0.65
_ColorAdjustment ("Color Adjustment", Vector) = (1,1,1,0)
_MainTex ("MainTex", 2D) = "white" {}
_HealthyColor ("Healthy Color", Vector) = (1,0.9735294,0.9338235,1)
_Smooothness ("Smooothness", Float) = 0.3
_AO ("AO", Float) = 1
[NoScaleOffset] _BumpMap ("BumpMap", 2D) = "bump" {}
_BumpScale ("BumpScale", Range(0, 3)) = 1
[Toggle(_WIND_DISABLE)] _WindDisable ("Disable Wind", Float) = 0
_InitialBend ("Wind Initial Bend", Float) = 1
_Stiffness ("Wind Stiffness", Float) = 1
_Drag ("Wind Drag", Float) = 0.2
_NewNormal ("Vertex Normal Multiply", Vector) = (0,0,0,0)
[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive ("TouchReactActive", Float) = 0
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] __dirty ("", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
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"
}