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

80 lines
2.7 KiB
GLSL

Shader "HDRP/TerrainLit" {
Properties {
[ToggleUI] [HideInInspector] _EnableHeightBlend ("EnableHeightBlend", Float) = 0
_HeightTransition ("Height Transition", Range(0, 1)) = 0
[Enum(Off, 0, From Ambient Occlusion, 1)] [HideInInspector] _SpecularOcclusionMode ("Specular Occlusion Mode", Float) = 1
[HideInInspector] _StencilRef ("_StencilRef", Float) = 0
[HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3
[HideInInspector] _StencilRefGBuffer ("_StencilRefGBuffer", Float) = 2
[HideInInspector] _StencilWriteMaskGBuffer ("_StencilWriteMaskGBuffer", Float) = 3
[HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0
[HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8
[HideInInspector] _ZWrite ("__zw", Float) = 1
[ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0
[HideInInspector] _CullMode ("__cullmode", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4
[HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4
[ToggleUI] _EnableInstancedPerPixelNormal ("Instanced per pixel normal", Float) = 1
[HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {}
[HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1)
[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
[HideInInspector] _Color ("Color", Vector) = (1,1,1,1)
[ToggleUI] [HideInInspector] _SupportDecals ("Support Decals", Float) = 1
[ToggleUI] [HideInInspector] _ReceivesSSR ("Receives SSR", Float) = 1
[ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
Fallback "Hidden/HDRP/FallbackError"
//CustomEditor "UnityEditor.Rendering.HighDefinition.TerrainLitGUI"
}