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

43 lines
1.5 KiB
GLSL

Shader "Hidden/Amplify Impostors/Spherical Impostor" {
Properties {
[NoScaleOffset] _Albedo ("Albedo & Alpha", 2D) = "white" {}
[NoScaleOffset] _Normals ("Normals & Depth", 2D) = "white" {}
[NoScaleOffset] _Specular ("Specular & Smoothness", 2D) = "black" {}
[NoScaleOffset] _Emission ("Emission & Occlusion", 2D) = "black" {}
_ClipMask ("Clip", Range(0, 1)) = 0.5
_TextureBias ("Texture Bias", Float) = -1
[Toggle(_USE_PARALLAX_ON)] _Use_Parallax ("Use Parallax", Float) = 0
_Parallax ("Parallax", Range(-1, 1)) = 1
_AI_ShadowBias ("Shadow Bias", Range(0, 2)) = 0.25
_AI_ShadowView ("Shadow View", Range(0, 1)) = 1
[HideInInspector] _FramesX ("Frames X", Float) = 16
[HideInInspector] _FramesY ("Frames Y", Float) = 16
[HideInInspector] _DepthSize ("DepthSize", Float) = 1
[HideInInspector] _ImpostorSize ("Impostor Size", Float) = 1
[HideInInspector] _Offset ("Offset", Vector) = (0,0,0,0)
[HideInInspector] _AI_SizeOffset ("Size & Offset", Vector) = (0,0,0,0)
[Toggle(EFFECT_HUE_VARIATION)] _Hue ("Use SpeedTree Hue", Float) = 0
_HueVariation ("Hue Variation", Vector) = (0,0,0,0)
[Toggle] _AI_AlphaToCoverage ("Alpha To Coverage", Float) = 0
}
//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"
}