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

81 lines
2.9 KiB
GLSL

Shader "Shader Graphs/Sky Shader" {
Properties {
[NoScaleOffset] _Stars_3D_texture ("Stars 3D texture", 3D) = "white" {}
[NoScaleOffset] _Stars_Density_Cubemap ("Stars Density Cubemap", Cube) = "" {}
_Stars_Intensity ("Stars Intensity", Float) = 150
_Stars_Brightness ("Stars Brightness", Float) = 10
_Stars_Texture_Tiling ("Stars Texture Tiling", Float) = 4
_Stars_Low_Density_Amount ("Stars Low Density Amount", Range(0, 1)) = 0.7
_Stars_High_Density_Amount ("Stars High Density Amount", Range(0, 1)) = 0
[NoScaleOffset] _Projector_Texture ("Projector Texture", 2D) = "white" {}
_Projector_Intensity ("Projector Intensity", Float) = 1
_Projector_Altitude ("Projector Altitude", Range(0, 1)) = 0
_Projector_Azimuth ("Projector Azimuth", Range(0, 1)) = 0
_Projector_Width ("Projector Width", Range(0.001, 1)) = 1
_Projector_Height ("Projector Height", Range(0.001, 1)) = 1
[NoScaleOffset] _NorthernLights_Texture ("NorthernLights Texture", 2D) = "white" {}
_Northern_Lights_Intensity ("Northern Lights Intensity", Float) = 1
_Edge ("Edge", Range(0, 1)) = 0.9
_Smoothness ("Smoothness", Range(0, 0.5)) = 0.15
_Max_Thickness_Zone ("Max Thickness Zone", Range(0, 1)) = 0.25
_Rotation ("Rotation", Range(-180, 180)) = 0
_Global_Speed ("Global Speed", Vector) = (0.01,-0.001,0,0)
_Noise_Speed ("Noise Speed", Vector) = (0.02,0.002,0,0)
_Steps ("Steps", Range(8, 128)) = 32
_Height ("Height", Float) = 0.4
_Noise_Intensity ("Noise Intensity", Float) = 0.01
_Noise_Scale ("Noise Scale", Float) = 1
_Noise_Energy_Influence ("Noise Energy Influence", Range(0, 1)) = 0.5
_Flatness ("Flatness", Float) = 4
_Color ("Color", Vector) = (0.5254902,1,0.6980392,0)
_Hue_Shift ("Hue Shift", Range(-1, 1)) = 0
_Saturation_Shift ("Saturation Shift", Range(0, 1)) = 0
[NoScaleOffset] _SampleTexture2D_5283fa6e7f894c50bbc6498bb75ffc33_Texture_1_Texture2D ("Texture2D", 2D) = "white" {}
[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 _Color;
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return _Color; // RGBA
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}