Files
Ultimate-Fishing-Simulator-…/Assets/Shader/Terrain_LoughMelvin04.shader
2026-03-04 09:37:33 +08:00

130 lines
6.1 KiB
GLSL

Shader "Terrain_LoughMelvin04" {
Properties {
[HideInInspector] _Control0 ("Control0", 2D) = "red" {}
[HideInInspector] _Control1 ("Control1", 2D) = "black" {}
[HideInInspector] _Control2 ("Control2", 2D) = "black" {}
[NoScaleOffset] _Diffuse ("Diffuse Array", 2DArray) = "white" {}
[NoScaleOffset] _NormalSAO ("Normal Array", 2DArray) = "bump" {}
[NoScaleOffset] _PerTexProps ("Per Texture Properties", 2D) = "black" {}
[HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {}
[HideInInspector] _PerPixelNormal ("Per Pixel Normal", 2D) = "bump" {}
_Contrast ("Blend Contrast", Range(0.01, 0.99)) = 0.4
_UVScale ("UV Scales", Vector) = (45,45,0,0)
_MainTex ("Unity Bug", 2D) = "white" {}
_TerrainHeightmapTexture ("", 2D) = "black" {}
_TerrainNormalmapTexture ("", 2D) = "bump" {}
_HybridHeightBlendDistance ("Hybrid Blend Distance", Float) = 300
[NoScaleOffset] _DetailNoise ("Detail Noise (Lum/Normal)", 2D) = "grey" {}
_DetailNoiseScaleStrengthFade ("Detail Scale", Vector) = (4,0.5,5,0)
[NoScaleOffset] _DistanceNoise ("Detail Noise (Lum/Normal)", 2D) = "grey" {}
_DistanceNoiseScaleStrengthFade ("Detail Scale", Vector) = (0.25,0.5,100,250)
[NoScaleOffset] _NormalNoise ("Normal Noise", 2D) = "bump" {}
_NormalNoiseScaleStrength ("Normal Scale", Vector) = (8,0.5,0,0)
_TessData1 ("TessData1", Vector) = (12,0.8,4,0)
_TessData2 ("TessData2", Vector) = (20,45,0.2,0.25)
[HideInInspector] _RenderQueueType ("Float", Float) = 1
[ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Boolean", Float) = 0
[HideInInspector] _TransparentSortPriority ("_TransparentSortPriority", Float) = 0
[ToggleUI] [HideInInspector] _UseShadowThreshold ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _DoubleSidedEnable ("Boolean", Float) = 0
[Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Float", Float) = 2
[HideInInspector] _DoubleSidedConstants ("Vector4", Vector) = (1,1,-1,0)
[ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0
[HideInInspector] _SurfaceType ("Float", Float) = 0
[HideInInspector] _BlendMode ("Float", Float) = 0
[HideInInspector] _SrcBlend ("Float", Float) = 1
[HideInInspector] _DstBlend ("Float", Float) = 0
[HideInInspector] _AlphaSrcBlend ("Float", Float) = 1
[HideInInspector] _AlphaDstBlend ("Float", Float) = 0
[ToggleUI] [HideInInspector] _AlphaToMask ("Boolean", Float) = 0
[ToggleUI] [HideInInspector] _AlphaToMaskInspectorValue ("Boolean", 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) = 4
[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
[HideInInspector] _StencilRef ("Float", Float) = 0
[HideInInspector] _StencilWriteMask ("Float", Float) = 6
[HideInInspector] _StencilRefDepth ("Float", Float) = 8
[HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 8
[HideInInspector] _StencilRefMV ("Float", Float) = 40
[HideInInspector] _StencilWriteMaskMV ("Float", Float) = 40
[HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4
[HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4
[HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 14
[HideInInspector] _StencilRefGBuffer ("Float", Float) = 10
[HideInInspector] _ZTestGBuffer ("Float", Float) = 4
[ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0
[Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("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;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
Fallback "Hidden/Terrain_LoughMelvin04_Base1023638679"
//CustomEditor "MicroSplatShaderGUI"
}