Files
UltimateFishing/Assets/Shader/Colorify_Standard (Specular setup).shader
2026-02-21 16:45:37 +08:00

99 lines
3.1 KiB
GLSL

Shader "Colorify/Standard (Specular setup)" {
Properties {
_Color ("Color", Vector) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
_Glossiness ("Smoothness", Range(0, 1)) = 0.5
_SpecColor ("Specular", Vector) = (0.2,0.2,0.2,1)
_SpecGlossMap ("Specular", 2D) = "white" {}
_BumpScale ("Scale", Float) = 1
_BumpMap ("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1)) = 1
_OcclusionMap ("Occlusion", 2D) = "white" {}
_EmissionColor ("Color", Vector) = (0,0,0,1)
_EmissionMap ("Emission", 2D) = "white" {}
_DetailMask ("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale ("Scale", Float) = 1
_DetailNormalMap ("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
[HideInInspector] _EmissionScaleUI ("Scale", Float) = 0
[HideInInspector] _EmissionColorUI ("Color", Vector) = (1,1,1,1)
[HideInInspector] _Mode ("__mode", Float) = 0
[HideInInspector] _SrcBlend ("__src", Float) = 1
[HideInInspector] _DstBlend ("__dst", Float) = 0
[HideInInspector] _ZWrite ("__zw", Float) = 1
_ColorifyMode ("Masked", Float) = 0
_ColorifyColorsMode ("2 Colors", Float) = 0
_ColorifyMaskTex ("Recolor mask", 2D) = "black" {}
_PatCol ("Pattern Color", Vector) = (1,1,1,1)
_NewColor ("New Color", Vector) = (1,1,1,1)
_NewSpecularColor ("New Specular color", Vector) = (1,1,1,1)
_ColorifyMultiplier ("Multiplier", Range(0, 10)) = 1
_PatCol2 ("Pattern Color 2", Vector) = (1,1,1,1)
_NewColor2 ("New Color 2", Vector) = (1,1,1,1)
_NewSpecularColor2 ("New Specular color 2", Vector) = (1,1,1,1)
_ColorifyMultiplier2 ("Multiplier 2", Range(0, 10)) = 1
_Range ("RGB Range", Range(0, 2)) = 0.01
_HueRange ("Hue Range", Range(0, 4)) = 0.1
_Range2 ("RGB Range 2", Range(0, 2)) = 0.01
_HueRange2 ("Hue Range 2", Range(0, 4)) = 0.1
_ColorifySpecStrength ("Specular recolor strength", Range(0, 1)) = 0.3
}
//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;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
Fallback "VertexLit"
//CustomEditor "ColorifyStandardShaderGUI"
}