Files
UltimateFishing/Assets/Shader/CTI_LOD Leaves.shader
2026-02-21 16:45:37 +08:00

75 lines
2.4 KiB
GLSL

Shader "CTI/LOD Leaves" {
Properties {
[Space(5)] [Enum(UnityEngine.Rendering.CullMode)] _Culling ("Culling", Float) = 0
[Space(5)] _HueVariation ("Color Variation", Vector) = (0.9,0.5,0,0.1)
[Space(5)] _MainTex ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.3
[Space(5)] [NoScaleOffset] _BumpSpecMap ("Normal Map (GA) Specular (B)", 2D) = "bump" {}
[NoScaleOffset] _TranslucencyMap ("AO (G) Translucency (B) Smoothness (A)", 2D) = "white" {}
[Space(5)] _TranslucencyStrength ("Translucency Strength", Range(0, 1)) = 0.5
_ViewDependency ("View Dependency", Range(0, 1)) = 0.8
[Toggle(_PARALLAXMAP)] _EnableTransFade ("Fade out Translucency", Float) = 0
[Header(Wind)] [Space(3)] _TumbleStrength ("Tumble Strength", Range(-1, 1)) = 0
_TumbleFrequency ("Tumble Frequency", Range(0, 4)) = 1
_TimeOffset ("Time Offset", Range(0, 2)) = 0.25
[Space(3)] [Toggle(_EMISSION)] _EnableLeafTurbulence ("Enable Leaf Turbulence", Float) = 0
_LeafTurbulence ("Leaf Turbulence", Range(0, 4)) = 0.2
_EdgeFlutterInfluence ("Edge Flutter Influence", Range(0, 1)) = 0.25
[Space(5)] [Toggle(_METALLICGLOSSMAP)] _LODTerrain ("Use Wind from Script", Float) = 0
[Space(10)] [Header(Animate Normals)] [Space(3)] [Toggle(_NORMALMAP)] _AnimateNormal ("Enable Normal Rotation", Float) = 0
[Space(10)] [Header(Options for lowest LOD)] [Space(3)] [Toggle] _FadeOutWind ("Fade out Wind", Float) = 0
[HideInInspector] _IsBark ("Is Bark", 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
}
}
//CustomEditor "CTI_ShaderGUI"
}