Files
UltimateFishing/Assets/Resources/materials/version1.5/avatar_mobile_singlecomponent.shader
2026-02-21 16:45:37 +08:00

72 lines
1.9 KiB
GLSL

Shader "OvrAvatar/Avatar_Mobile_SingleComponent" {
Properties {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "white" {}
[NoScaleOffset] _NormalMap ("Normal Map", 2D) = "bump" {}
[NoScaleOffset] _RoughnessMap ("Roughness Map", 2D) = "black" {}
_BaseColor ("Color Tint", Vector) = (1,1,1,1)
_Dimmer ("Dimmer", Range(0, 1)) = 1
_Alpha ("Alpha", Range(0, 1)) = 1
_DiffuseIntensity ("Diffuse Intensity", Range(0, 1)) = 0.3
_RimIntensity ("Rim Intensity", Range(0, 10)) = 5
_ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 0
_Voice ("Voice", Range(0, 1)) = 0
[HideInInspector] _MouthPosition ("Mouth position", Vector) = (0,0,0,1)
[HideInInspector] _MouthDirection ("Mouth direction", Vector) = (0,0,0,1)
[HideInInspector] _MouthEffectDistance ("Mouth Effect Distance", Float) = 0.03
[HideInInspector] _MouthEffectScale ("Mouth Effect Scaler", Float) = 1
[HideInInspector] _SrcBlend ("", Float) = 1
[HideInInspector] _DstBlend ("", Float) = 0
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
Fallback "Diffuse"
}