65 lines
2.1 KiB
GLSL
65 lines
2.1 KiB
GLSL
Shader "Shader Graphs/Sample Water Decal" {
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Properties {
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[KeywordEnum(Sphere, Box, Bow Wave, Shore Wave, Texture)] _TYPE ("Type", Float) = 0
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_Blend_Distance ("Blend Distance", Vector) = (0.1,0.1,0,0)
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[ToggleUI] _Cubic_Blend ("Cubic Blend", Float) = 1
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_Elevation ("Elevation", Range(-1, 1)) = 0.2
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_Wave_Length ("Wave Length", Float) = 0.175
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_Skipped_Waves ("Skipped Waves", Float) = 4
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_Wave_Speed ("Wave Speed", Float) = 0.3
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_Wave_Blend ("Wave Blend", Vector) = (0.45,0.5,0,0)
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_Wave_Offset ("Wave Offset", Float) = 0
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_Breaking_Range ("Breaking Range", Vector) = (0.4,0.8,0,0)
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_Deep_Foam_Range ("Deep Foam Range", Vector) = (0.3,0.7,0,0)
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[NoScaleOffset] _Deformation_Texture ("Deformation Texture", 2D) = "white" {}
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_Remap_Min ("Remap Min", Range(-1, 1)) = 0
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_Remap_Max ("Remap Max", Range(-1, 1)) = 1
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[NoScaleOffset] _Foam_Texture ("Foam Texture", 2D) = "white" {}
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[ToggleUI] [HideInInspector] _AffectDeformation ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _AffectFoam ("Boolean", Float) = 1
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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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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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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.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/Shader Graph/FallbackError"
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//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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} |