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

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1.7 KiB
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Shader "InfiniGRASS/InfiniGrass Directional Wind" {
Properties {
_Diffuse ("Diffuse", 2D) = "white" {}
_Normal ("Normal", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_BulgeScale ("Bulge Scale", Float) = 0.2
_BulgeShape ("Bulge Shape", Float) = 5
_BulgeScale_copy ("Bulge Scale_copy", Float) = 1.2
_WaveControl1 ("Waves", Vector) = (1,0.01,0.001,0)
_TimeControl1 ("Time", Vector) = (1,10,0.02,100)
_OceanCenter ("Ocean Center", Vector) = (0,0,0,0)
_RandYScale ("Vary Height Ammount", Float) = 1
_RippleScale ("Vary Height", Float) = 0
_InteractPos ("Interact Position", Vector) = (0,0,0,1)
_FadeThreshold ("Fade out Threshold", Float) = 100
_StopMotionThreshold ("Stop motion Threshold", Float) = 10
_Color ("Grass tint", Vector) = (0.5,0.8,0.5,0)
_TintPower ("tint power", Float) = 0
_SpecularPower ("Specular", Float) = 1
_SmoothMotionFactor ("Smooth wave motion", Float) = 105
_WaveXFactor ("Wave Control x axis", Float) = 1
_WaveYFactor ("Wave Control y axis", Float) = 1
}
//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 _Color;
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return _Color; // RGBA
}
ENDHLSL
}
}
Fallback "Transparent/Cutout/Diffuse"
}