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

48 lines
1.7 KiB
GLSL

Shader "NatureManufacture Shaders/Trees/Tree_Leaves_Specular" {
Properties {
_Cutoff ("Mask Clip Value", Float) = 0.5
_MainTex ("MainTex", 2D) = "white" {}
_HealthyColor ("Healthy Color", Vector) = (1,0.9735294,0.9338235,1)
_DryColor ("Dry Color", Vector) = (0.8676471,0.818369,0.6124567,1)
_ColorNoiseSpread ("Color Noise Spread", Float) = 50
[NoScaleOffset] _BumpMap ("BumpMap", 2D) = "white" {}
_SpecularPower ("Specular Power", Range(0, 2)) = 0
[NoScaleOffset] _AmbientOcclusionGSmoothnessA ("Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
_AmbientOcclusionPower ("Ambient Occlusion Power", Range(0, 1)) = 1
_SmoothnessPower ("Smoothness Power", Range(0, 2)) = 0
[Toggle(_WIND_DISABLE)] _WindDisable ("Disable Wind", Float) = 0
_InitialBend ("Wind Initial Bend", Float) = 1
_Stiffness ("Wind Stiffness", Float) = 1
_Drag ("Wind Drag", Float) = 1
_ShiverDrag ("Wind Shiver Drag", Float) = 0.05
_WindNormalInfluence ("Wind Normal Influence", Float) = 0
_ShiverDirectionality ("Wind Shiver Directionality", Range(0, 1)) = 0.5
[Toggle] _BackFaceMirrorNormal ("BackFace Mirror Normal", Float) = 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"
}