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UltimateFishing/Assets/Resources/shaders/dfgbasic.shader
2026-02-21 16:45:37 +08:00

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Shader "DynamicFog/Image Effect/Basic" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_FogAlpha ("Alpha", Range(0, 1)) = 0.8
_FogDistance ("Distance Params", Vector) = (0.1,0.001,1,0.15)
_FogHeightData ("Baseline Height", Vector) = (1,0,0,0.1)
_FogColor ("Color", Vector) = (1,1,1,1)
_FogOfWarCenter ("Fog Of War Center", Vector) = (0,0,0,1)
_FogOfWarSize ("Fog Of War Size", Vector) = (1,1,1,1)
_FogOfWar ("Fog of War Mask", 2D) = "white" {}
_FogDither ("Dither Strength", Float) = 0.1
}
//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
}
}
}