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

59 lines
1.5 KiB
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Shader "Custom/FloraBase" {
Properties {
_Diffuse ("Diffuse", 2D) = "black" {}
_AlphaCutoff ("Alpha Cutoff", Float) = 1
_Normal ("Normal", 2D) = "bump" {}
_Desaturation ("Desaturation", Float) = 0
_Diffusecolor ("Diffuse color", Vector) = (0.7270221,0.8308824,0.7499826,1)
_LightWrap ("Light Wrap", Vector) = (0.7270221,0.8308824,0.7499826,1)
_Specular ("Specular", Float) = 0
_WindMask ("WindMask", 2D) = "bump" {}
_MainWindStr ("Main Wind Str", Float) = 0.3
_MainWindvector ("Main Wind vector", Vector) = (0,0,0,0)
_AdditionalwindGradient ("Additional wind Gradient", 2D) = "white" {}
_Additionalwindstr ("Additional wind str", Float) = 0.01
_Transmission ("Transmission", Vector) = (0.5,0.5,0.5,1)
[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
}
//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
}
}
Fallback "Diffuse"
//CustomEditor "ShaderForgeMaterialInspector"
}