72 lines
2.4 KiB
GLSL
72 lines
2.4 KiB
GLSL
Shader "Shader Graphs/Shore Foam Water System" {
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Properties {
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[NoScaleOffset] _Foam_Tex ("Foam Tex", 2D) = "white" {}
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[NoScaleOffset] _Base_Color ("Base Color", 2D) = "black" {}
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[NoScaleOffset] _Opacity_Map ("Opacity Map", 2D) = "white" {}
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_Opacity ("Opacity", Float) = 0
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_Tiling_and_Offset ("Tiling and Offset", Vector) = (0,0,0,0)
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_Normal_Strength ("Normal Strength", Float) = 0
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_Contrast ("Contrast", Float) = 0
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_Color ("Color", Vector) = (1,1,1,0)
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[HideInInspector] _DrawOrder ("Draw Order", Float) = 0
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[Enum(Depth Bias, 0, View Bias, 1)] [HideInInspector] _DecalMeshBiasType ("Float", Float) = 0
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[HideInInspector] _DecalMeshDepthBias ("DecalMesh DepthBias", Float) = 0
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[HideInInspector] _DecalMeshViewBias ("DecalMesh ViewBias", Float) = 0
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[HideInInspector] _DecalStencilWriteMask ("Float", Float) = 0
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[HideInInspector] _DecalStencilRef ("Float", Float) = 0
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[ToggleUI] [HideInInspector] _AffectAlbedo ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _AffectNormal ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _AffectMetal ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _AffectSmoothness ("Boolean", Float) = 1
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[HideInInspector] _DecalColorMask0 ("Float", Float) = 0
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[HideInInspector] _DecalColorMask1 ("Float", Float) = 0
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[HideInInspector] _DecalColorMask2 ("Float", Float) = 0
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[HideInInspector] _DecalColorMask3 ("Float", Float) = 0
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[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 _Color;
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return _Color; // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/Shader Graph/FallbackError"
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//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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} |