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

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Shader "UltimateWater/Dynamic/Simulation" {
Properties {
MatrixT2 ("Matrix t-2", 2D) = "black" {}
MatrixT1 ("Matrix t-1", 2D) = "black" {}
DepthT1 ("Depth t-1", 2D) = "black" {}
Depth ("Depth", 2D) = "black" {}
StaticDepth ("Static Depth", 2D) = "black" {}
Propagation ("Propagation", Float) = 1
Damping ("Damping", Float) = 1
Gain ("Gain", Float) = 0.05
HeightOffset ("Height offset", Float) = 2
HeightGain ("Height gain", Float) = 2
}
//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
}
}
}