59 lines
1.5 KiB
Plaintext
59 lines
1.5 KiB
Plaintext
Shader "Custom/FloraBase" {
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Properties {
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_Diffuse ("Diffuse", 2D) = "black" {}
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_AlphaCutoff ("Alpha Cutoff", Float) = 1
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_Normal ("Normal", 2D) = "bump" {}
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_Desaturation ("Desaturation", Float) = 0
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_Diffusecolor ("Diffuse color", Vector) = (0.7270221,0.8308824,0.7499826,1)
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_LightWrap ("Light Wrap", Vector) = (0.7270221,0.8308824,0.7499826,1)
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_Specular ("Specular", Float) = 0
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_WindMask ("WindMask", 2D) = "bump" {}
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_MainWindStr ("Main Wind Str", Float) = 0.3
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_MainWindvector ("Main Wind vector", Vector) = (0,0,0,0)
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_AdditionalwindGradient ("Additional wind Gradient", 2D) = "white" {}
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_Additionalwindstr ("Additional wind str", Float) = 0.01
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_Transmission ("Transmission", Vector) = (0.5,0.5,0.5,1)
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[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Diffuse"
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//CustomEditor "ShaderForgeMaterialInspector"
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} |