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