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

55 lines
1.6 KiB
GLSL

Shader "Shader Graphs/PhysicallyBasedSky" {
Properties {
_Planet_Rotation ("Planet Rotation", Range(0, 360)) = 0
[NoScaleOffset] _Ground_Color_Texture ("Ground Color Texture", Cube) = "" {}
[NoScaleOffset] _Ground_Emission_Texture ("Ground Emission Texture", Cube) = "" {}
_Ground_Emission_Multiplier ("Ground Emission Multiplier", Float) = 0
_Space_Rotation ("Space Rotation", Range(0, 360)) = 0
[NoScaleOffset] _Space_Emission_Texture ("Space Emission Texture", Cube) = "" {}
_Space_Emission_Multiplier ("Space Emission Multiplier", Float) = 0
[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"
}