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

65 lines
2.1 KiB
GLSL

Shader "Shader Graphs/Sample Water Decal" {
Properties {
[KeywordEnum(Sphere, Box, Bow Wave, Shore Wave, Texture)] _TYPE ("Type", Float) = 0
_Blend_Distance ("Blend Distance", Vector) = (0.1,0.1,0,0)
[ToggleUI] _Cubic_Blend ("Cubic Blend", Float) = 1
_Elevation ("Elevation", Range(-1, 1)) = 0.2
_Wave_Length ("Wave Length", Float) = 0.175
_Skipped_Waves ("Skipped Waves", Float) = 4
_Wave_Speed ("Wave Speed", Float) = 0.3
_Wave_Blend ("Wave Blend", Vector) = (0.45,0.5,0,0)
_Wave_Offset ("Wave Offset", Float) = 0
_Breaking_Range ("Breaking Range", Vector) = (0.4,0.8,0,0)
_Deep_Foam_Range ("Deep Foam Range", Vector) = (0.3,0.7,0,0)
[NoScaleOffset] _Deformation_Texture ("Deformation Texture", 2D) = "white" {}
_Remap_Min ("Remap Min", Range(-1, 1)) = 0
_Remap_Max ("Remap Max", Range(-1, 1)) = 1
[NoScaleOffset] _Foam_Texture ("Foam Texture", 2D) = "white" {}
[ToggleUI] [HideInInspector] _AffectDeformation ("Boolean", Float) = 1
[ToggleUI] [HideInInspector] _AffectFoam ("Boolean", Float) = 1
[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"
}