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2026-02-21 16:45:37 +08:00

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Shader "OvrAvatar/Avatar_EyeLens" {
Properties {
_Cube ("Cubemap Reflection", Cube) = "black" {}
_ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 0.2
_GlintStrength ("Glint Strength", Range(0, 10)) = 1.57
_GlintSpead ("Glint Spead", Range(32, 2048)) = 600
_Alpha ("Alpha", Range(0, 1)) = 1
}
//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 "Diffuse"
}