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

72 lines
2.5 KiB
GLSL

Shader "Hidden/Amplify Impostors/Octahedron Impostor HDRP" {
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" {}
[NoScaleOffset] _Features ("Diffusion & Features", 2D) = "black" {}
[HideInInspector] _Frames ("Frames", Float) = 16
[HideInInspector] _ImpostorSize ("Impostor Size", Float) = 1
[HideInInspector] _Offset ("Offset", Vector) = (0,0,0,0)
[HideInInspector] _AI_SizeOffset ("Size & Offset", Vector) = (0,0,0,0)
_TextureBias ("Texture Bias", Float) = -1
_Parallax ("Parallax", Range(-1, 1)) = 1
[HideInInspector] _DepthSize ("DepthSize", Float) = 1
_ClipMask ("Clip", Range(0, 1)) = 0.5
_AI_ShadowBias ("Shadow Bias", Range(0, 2)) = 0.25
_AI_ShadowView ("Shadow View", Range(0, 1)) = 1
[Toggle(_HEMI_ON)] _Hemi ("Hemi", Float) = 0
[Toggle(EFFECT_HUE_VARIATION)] _Hue ("Use SpeedTree Hue", Float) = 0
_HueVariation ("Hue Variation", Vector) = (0,0,0,0)
[ToggleUI] _EnergyConservingSpecularColor ("Energy Conserving Specular", Float) = 1
[Toggle] _AI_AlphaToCoverage ("Alpha To Coverage", Float) = 0
[Toggle(AI_CLIP_NEIGHBOURS_FRAMES)] AI_CLIP_NEIGHBOURS_FRAMES ("Clip Neighbours Frames", Float) = 0
[HideInInspector] _StencilForwardRef ("Forward Ref", Float) = 1
[HideInInspector] _StencilForwardMask ("Forward Mask", Float) = 51
[HideInInspector] _StencilMotionRef ("Motion Ref", Float) = 128
[HideInInspector] _StencilMotionMask ("Motion Mask", Float) = 176
[HideInInspector] _StencilDepthRef ("Depth Ref", Float) = 0
[HideInInspector] _StencilDepthMask ("Depth Mask", Float) = 48
[HideInInspector] _StencilGBufferRef ("GBuffer Ref", Float) = 1
[HideInInspector] _StencilGBufferMask ("GBuffer Mask", Float) = 51
}
//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
}
}
}