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

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Shader "UltimateWater/Caustics/NormalMapper" {
Properties {
_DisplacementNormalsIntensity ("Displacement Normals Intensity", Float) = 1.4
_GlobalNormalMap ("", 2D) = "black" {}
_GlobalNormalMap1 ("", 2D) = "black" {}
_GlobalNormalMap2 ("", 2D) = "black" {}
_GlobalNormalMap3 ("", 2D) = "black" {}
_GlobalDisplacementMap ("", 2D) = "black" {}
_GlobalDisplacementMap1 ("", 2D) = "black" {}
_GlobalDisplacementMap2 ("", 2D) = "black" {}
_GlobalDisplacementMap3 ("", 2D) = "black" {}
}
//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
}
}
}