61 lines
1.7 KiB
GLSL
61 lines
1.7 KiB
GLSL
Shader "Hidden/Amplify Impostors/Spherical Impostor" {
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Properties {
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[NoScaleOffset] _Albedo ("Albedo & Alpha", 2D) = "white" {}
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[NoScaleOffset] _Normals ("Normals & Depth", 2D) = "white" {}
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[NoScaleOffset] _Specular ("Specular & Smoothness", 2D) = "black" {}
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[NoScaleOffset] _Emission ("Emission & Occlusion", 2D) = "black" {}
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_ClipMask ("Clip", Range(0, 1)) = 0.5
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_TextureBias ("Texture Bias", Float) = -1
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_AI_ShadowBias ("Shadow Bias", Range(0, 2)) = 0.25
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_AI_ShadowView ("Shadow View", Range(0, 1)) = 1
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[HideInInspector] _FramesX ("Frames X", Float) = 16
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[HideInInspector] _FramesY ("Frames Y", Float) = 16
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[HideInInspector] _DepthSize ("DepthSize", Float) = 1
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[HideInInspector] _ImpostorSize ("Impostor Size", Float) = 1
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[HideInInspector] _Offset ("Offset", Vector) = (0,0,0,0)
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[HideInInspector] _AI_SizeOffset ("Size & Offset", Vector) = (0,0,0,0)
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[Toggle(EFFECT_HUE_VARIATION)] _Hue ("Use SpeedTree Hue", Float) = 0
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_HueVariation ("Hue Variation", Vector) = (0,0,0,0)
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[Toggle] _AI_AlphaToCoverage ("Alpha To Coverage", Float) = 0
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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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} |