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

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Shader "Stix Games/Grass" {
Properties {
_CullMode ("CullMode", Float) = 0
_EdgeLength ("Density Falloff", Range(0.5, 50)) = 8
_MaxTessellation ("Max Density", Range(1, 6)) = 6
_LODStart ("LOD Start", Float) = 20
_LODEnd ("LOD End", Float) = 100
_LODMax ("LOD Max", Range(1, 6)) = 6
_GrassFadeStart ("Grass Fade Start", Float) = 50
_GrassFadeEnd ("Grass Fade End", Float) = 100
_Disorder ("Disorder", Float) = 0.3
_GrassBottomColor ("Grass Bottom Color", Vector) = (0.35,0.35,0.35,1)
_BurnColor ("Burn Color", Vector) = (1,1,1,1)
_TextureCutoff ("Texture Cutoff", Range(0, 1)) = 0.1
_WindParams ("Wind WaveStrength(X), WaveSpeed(Y), RippleStrength(Z), RippleSpeed(W)", Vector) = (0.3,1.2,0.15,1.3)
_WindRotation ("Wind Rotation", Range(0, 6.2831855)) = 0
_ColorMap ("Color Texture (RGB), Height(A)", 2D) = "white" {}
_Displacement ("Displacement Texture (RG)", 2D) = "bump" {}
_Density ("Grass Density 1(R) 2(G) 3(B) 4(A)", 2D) = "red" {}
_DensityValues ("Grass Density Values", Vector) = (1,1,1,1)
_GrassTex00 ("Grass Texture", 2D) = "white" {}
_Color00 ("Color", Vector) = (0.5,0.7,0.3,1)
_SecColor00 ("Secondary Color", Vector) = (0.2,0.5,0.15,1)
_SpecColor00 ("Specular Color", Vector) = (0.2,0.2,0.2,1)
_Smoothness00 ("Smoothness", Range(0, 1)) = 0.5
_Subsurface00 ("Subsurface Scattering", Range(0, 1)) = 0.3
_Softness00 ("Softness", Range(0, 1)) = 0.5
_Width00 ("Width", Float) = 0.1
_MinHeight00 ("Min Height", Float) = 0.2
_MaxHeight00 ("Max Height", Float) = 1.5
_TextureAtlasWidth00 ("Texture Atlas Width", Float) = 1
_TextureAtlasHeight00 ("Texture Atlas Height", Float) = 1
_GrassTex01 ("Grass Texture", 2D) = "white" {}
_Color01 ("Color", Vector) = (0.5,0.7,0.3,1)
_SecColor01 ("Secondary Color", Vector) = (0.2,0.5,0.15,1)
_SpecColor01 ("Specular Color", Vector) = (0.2,0.2,0.2,1)
_Smoothness01 ("Smoothness", Range(0, 1)) = 0.5
_Subsurface01 ("Subsurface Scattering", Range(0, 1)) = 0.3
_Softness01 ("Softness", Range(0, 1)) = 0.5
_Width01 ("Width", Float) = 0.1
_MinHeight01 ("Min Height", Float) = 0.2
_MaxHeight01 ("Max Height", Float) = 1.5
_TextureAtlasWidth01 ("Texture Atlas Width", Float) = 1
_TextureAtlasHeight01 ("Texture Atlas Height", Float) = 1
_GrassTex02 ("Grass Texture", 2D) = "white" {}
_Color02 ("Color", Vector) = (0.5,0.7,0.3,1)
_SecColor02 ("Secondary Color", Vector) = (0.2,0.5,0.15,1)
_SpecColor02 ("Specular Color", Vector) = (0.2,0.2,0.2,1)
_Smoothness02 ("Smoothness", Range(0, 1)) = 0.5
_Subsurface02 ("Subsurface Scattering", Range(0, 1)) = 0.3
_Softness02 ("Softness", Range(0, 1)) = 0.5
_Width02 ("Width", Float) = 0.1
_MinHeight02 ("Min Height", Float) = 0.2
_MaxHeight02 ("Max Height", Float) = 1.5
_TextureAtlasWidth02 ("Texture Atlas Width", Float) = 1
_TextureAtlasHeight02 ("Texture Atlas Height", Float) = 1
_GrassTex03 ("Grass Texture", 2D) = "white" {}
_Color03 ("Color", Vector) = (0.5,0.7,0.3,1)
_SecColor03 ("Secondary Color", Vector) = (0.2,0.5,0.15,1)
_SpecColor03 ("Specular Color", Vector) = (0.2,0.2,0.2,1)
_Smoothness03 ("Smoothness", Range(0, 1)) = 0.5
_Subsurface03 ("Subsurface Scattering", Range(0, 1)) = 0.3
_Softness03 ("Softness", Range(0, 1)) = 0.5
_Width03 ("Width", Float) = 0.1
_MinHeight03 ("Min Height", Float) = 0.2
_MaxHeight03 ("Max Height", Float) = 1.5
_TextureAtlasWidth03 ("Texture Atlas Width", Float) = 1
_TextureAtlasHeight03 ("Texture Atlas Height", 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 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
//CustomEditor "GrassEditor"
}