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

68 lines
1.6 KiB
GLSL

Shader "Mtree/Billboard" {
Properties {
[Header(Albedo)] _Color ("Color", Vector) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
[Enum(Off,0,Front,1,Back,2)] _CullMode ("Cull Mode", Float) = 2
_Cutoff ("Cutoff", Range(0, 1)) = 0.5
_Metallic ("Metallic", Range(0, 1)) = 0
_Glossiness ("Smoothness", Float) = 0
[Header(Wind)] _GlobalWindInfluence ("Global Wind Influence", Range(0, 1)) = 1
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] __dirty ("", Float) = 1
[Header(Forward Rendering Options)] [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1
[ToggleOff] _GlossyReflections ("Reflections", Float) = 1
}
//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 "Diffuse"
}