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

135 lines
6.8 KiB
GLSL

Shader "NatureManufacture/HDRP/Foliage/Foliage" {
Properties {
_AlphaCutoff ("Alpha Cutoff", Float) = 0.5
_AlphaShadowThreshold ("Alpha Shadow Threshold", Float) = 0.5
[NoScaleOffset] _BaseColorMap ("Base Map", 2D) = "white" {}
_TilingOffset ("Tiling and Offset", Vector) = (1,1,0,0)
_HealthyColor ("Healthy Color", Vector) = (1,1,1,0)
_DryColor ("Dry Color", Vector) = (0.8196079,0.8196079,0.8196079,0)
_ColorNoiseSpread ("Color Noise Spread", Float) = 2
[NoScaleOffset] [Normal] _NormalMap ("Normal Map", 2D) = "bump" {}
_NormalScale ("Normal Scale", Range(0, 8)) = 1
[NoScaleOffset] _MaskMap ("Mask Map", 2D) = "white" {}
_AORemapMin ("AO Remap Min", Range(0, 1)) = 0
_AORemapMax ("AO Remap Max", Range(0, 1)) = 1
_SmoothnessRemapMin ("Smoothness Remap Min", Range(0, 1)) = 0
_SmoothnessRemapMax ("Smoothness Remap Max", Range(0, 1)) = 1
[NoScaleOffset] _ThicknessMap ("Thickness Map", 2D) = "white" {}
_Thickness ("Thickness", Range(0, 1)) = 1
_Stiffness ("Wind Stiffness", Float) = 1
_InitialBend ("Wind Initial Bend", Float) = 0
_Drag ("Wind Drag", Float) = 1
[ToggleUI] _AlphaDrag ("Use Wind Drag Alpha Multiply", Float) = 0
_ShiverDrag ("Wind Shiver Drag", Float) = 0.1
_HeightDrag ("Wind Drag Height Offset", Float) = 0
_ShiverDirectionality ("Wind Shiver Directionality", Float) = 0
[ToggleUI] _WINDCOLORMIX ("Wind Color Mix", Float) = 0
_WindColorInfluence ("Wind Color Influence", Vector) = (0,0,0,0)
_WindColorThreshold ("Wind Color Threshold", Range(0, 1)) = 1
_NewNormal ("Mesh Normal Multiply", Vector) = (0,0,0,0)
[ToggleUI] _DISTANCEBLEND ("Use Distance Alpha Blend", Float) = 0
_CullFarStart ("Cull Far Start", Float) = 60
_CullFarDistance ("Cull Far Distance", Float) = 20
[HideInInspector] _DiffusionProfileHash ("Float", Float) = 0
[HideInInspector] _DiffusionProfileAsset ("Vector4", Vector) = (0,0,0,0)
[HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1)
[HideInInspector] _RenderQueueType ("Float", Float) = 1
[ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _ConservativeDepthOffsetEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Boolean", Float) = 1
[HideInInspector] _TransparentSortPriority ("_TransparentSortPriority", Float) = 0
[ToggleUI] [HideInInspector] _UseShadowThreshold ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _DoubleSidedEnable ("Boolean", Float) = 1
[Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Float", Float) = 1
[HideInInspector] _DoubleSidedConstants ("Vector4", Vector) = (1,1,-1,0)
[Enum(Auto, 0, On, 1, Off, 2)] [HideInInspector] _DoubleSidedGIMode ("Float", Float) = 0
[ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _PerPixelSorting ("Boolean", Float) = 0
[HideInInspector] _SurfaceType ("Float", Float) = 0
[HideInInspector] _BlendMode ("Float", Float) = 0
[HideInInspector] _SrcBlend ("Float", Float) = 1
[HideInInspector] _DstBlend ("Float", Float) = 0
[HideInInspector] _DstBlend2 ("Float", Float) = 0
[HideInInspector] _AlphaSrcBlend ("Float", Float) = 1
[HideInInspector] _AlphaDstBlend ("Float", Float) = 0
[ToggleUI] [HideInInspector] _ZWrite ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _TransparentZWrite ("Boolean", Float) = 0
[HideInInspector] _CullMode ("Float", Float) = 2
[ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Boolean", Float) = 1
[HideInInspector] _CullModeForward ("Float", Float) = 2
[Enum(Front, 1, Back, 2)] [HideInInspector] _TransparentCullMode ("Float", Float) = 2
[Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] [HideInInspector] _OpaqueCullMode ("Float", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque ("Float", Float) = 3
[Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("Float", Float) = 4
[ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _RequireSplitLighting ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _ExcludeFromTUAndAA ("Boolean", Float) = 0
[HideInInspector] _StencilRef ("Float", Float) = 0
[HideInInspector] _StencilWriteMask ("Float", Float) = 6
[HideInInspector] _StencilRefDepth ("Float", Float) = 8
[HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9
[HideInInspector] _StencilRefMV ("Float", Float) = 40
[HideInInspector] _StencilWriteMaskMV ("Float", Float) = 41
[HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4
[HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4
[HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 15
[HideInInspector] _StencilRefGBuffer ("Float", Float) = 10
[HideInInspector] _ZTestGBuffer ("Float", Float) = 4
[ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0
[Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", Float) = 0
[Enum(Translucent, 5)] [HideInInspector] _MaterialID ("_MaterialID", Float) = 5
[HideInInspector] _MaterialTypeMask ("_MaterialTypeMask", Float) = 32
[ToggleUI] [HideInInspector] _TransmissionEnable ("Boolean", Float) = 1
[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
}
//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 "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}