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

72 lines
2.4 KiB
GLSL

Shader "Shader Graphs/Shore Foam Water System" {
Properties {
[NoScaleOffset] _Foam_Tex ("Foam Tex", 2D) = "white" {}
[NoScaleOffset] _Base_Color ("Base Color", 2D) = "black" {}
[NoScaleOffset] _Opacity_Map ("Opacity Map", 2D) = "white" {}
_Opacity ("Opacity", Float) = 0
_Tiling_and_Offset ("Tiling and Offset", Vector) = (0,0,0,0)
_Normal_Strength ("Normal Strength", Float) = 0
_Contrast ("Contrast", Float) = 0
_Color ("Color", Vector) = (1,1,1,0)
[HideInInspector] _DrawOrder ("Draw Order", Float) = 0
[Enum(Depth Bias, 0, View Bias, 1)] [HideInInspector] _DecalMeshBiasType ("Float", Float) = 0
[HideInInspector] _DecalMeshDepthBias ("DecalMesh DepthBias", Float) = 0
[HideInInspector] _DecalMeshViewBias ("DecalMesh ViewBias", Float) = 0
[HideInInspector] _DecalStencilWriteMask ("Float", Float) = 0
[HideInInspector] _DecalStencilRef ("Float", Float) = 0
[ToggleUI] [HideInInspector] _AffectAlbedo ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _AffectNormal ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _AffectMetal ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _AffectSmoothness ("Boolean", Float) = 1
[HideInInspector] _DecalColorMask0 ("Float", Float) = 0
[HideInInspector] _DecalColorMask1 ("Float", Float) = 0
[HideInInspector] _DecalColorMask2 ("Float", Float) = 0
[HideInInspector] _DecalColorMask3 ("Float", 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 _Color;
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return _Color; // RGBA
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}