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

61 lines
2.2 KiB
GLSL

Shader "HDRP/DefaultFogVolume" {
Properties {
[NoScaleOffset] _Mask ("Mask", 3D) = "white" {}
_ScrollSpeed ("Scroll Speed", Vector) = (0,0,0,0)
_Tiling ("Tiling", Vector) = (0,0,0,0)
_AlphaOnlyTexture ("Alpha Only Texture", Float) = 0
[Enum(UnityEngine.Rendering.HighDefinition.LocalVolumetricFogBlendingMode)] [HideInInspector] _FogVolumeBlendMode ("Float", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeDstColorBlend ("Float", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeSrcColorBlend ("Float", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeDstAlphaBlend ("Float", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] [HideInInspector] _FogVolumeSrcAlphaBlend ("Float", Float) = 1
[Enum(UnityEngine.Rendering.BlendOp)] [HideInInspector] _FogVolumeColorBlendOp ("Float", Float) = 0
[Enum(UnityEngine.Rendering.BlendOp)] [HideInInspector] _FogVolumeAlphaBlendOp ("Float", Float) = 0
[HideInInspector] _FogVolumeSingleScatteringAlbedo ("Color", Vector) = (1,1,1,1)
[HideInInspector] _FogVolumeFogDistanceProperty ("Float", Float) = 10
[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"
}