Files
Ultimate-Fishing-Simulator-…/Assets/Resources/shaders/gisterrainloaderwatershader.shader
2026-03-04 09:37:33 +08:00

72 lines
2.3 KiB
GLSL

Shader "GISTech/GISTerrainLoaderWaterShader" {
Properties {
[HideInInspector] _TerrainScale ("Terrain Scale", Float) = 1
[NoScaleOffset] _WaterTexture ("Water Texture", 2D) = "white" {}
[NoScaleOffset] _Noise ("Water Noise", 2D) = "white" {}
[NoScaleOffset] _WaveNormal ("Wave Normal", 2D) = "bump" {}
_WaterColor ("Water Color", Vector) = (1,1,1,1)
_FakeUnderwaterColor ("Under Water Color", Vector) = (0.196,0.262,0.196,1)
_Ambient ("Ambient", Vector) = (0,0,0,0)
_FresnelCol ("Fresnel Col", Vector) = (0,0,0,0)
_SurfaceColor ("SurfaceColor", Vector) = (1,1,1,1)
_WaterLod1Alpha ("Water Transparency", Range(0, 1)) = 0.95
_SpecularSmoothness ("Specular Smoothness", Float) = 0
_WaveNormalScale ("Wave Normal Scale", Float) = 1
_WaveStrength ("Wave Strength", Range(0, 1)) = 1
_WaveSpeed ("Wave Speed", Float) = 1
_FresnelWeight ("Fresnel Weight", Float) = 0
_FresnelPower ("Fresnel Power", Float) = 0
[NoScaleOffset] _Bump ("Foam Bump", 2D) = "bump" {}
[NoScaleOffset] _Foam ("Foam Texture", 2D) = "white" {}
[NoScaleOffset] _FoamGradient ("Foam gradient ", 2D) = "white" {}
[HideInInspector] _SunColor ("SunColor", Vector) = (1,1,0.901,1)
_Specularity ("Specularity", Range(0.01, 8)) = 0.3
_SpecPower ("Specularity Power", Range(0, 1)) = 1
_FoamFactor ("Foam Factor", Range(0, 3)) = 1.8
_Size ("Foam Speed", Range(0, 30)) = 0.015625
_FoamSize ("Foam UVSize", Float) = 2
[HideInInspector] _SunDir ("SunDir", Vector) = (0.3,-0.6,-1,0)
_ShoreDistance ("Shore Distance", Range(0, 20)) = 4
_ShoreStrength ("Shore Strength", Range(1, 4)) = 1.5
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
Fallback "VertexLit"
}