52 lines
1.1 KiB
Plaintext
52 lines
1.1 KiB
Plaintext
Shader "UltimateWater/Caustics/Map" {
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Properties {
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_DisplacementNormalsIntensity ("Displacement Normals Intensity", Float) = 1.4
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_GlobalNormalMap ("", 2D) = "black" {}
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_GlobalNormalMap1 ("", 2D) = "black" {}
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_GlobalNormalMap2 ("", 2D) = "black" {}
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_GlobalNormalMap3 ("", 2D) = "black" {}
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_GlobalDisplacementMap ("", 2D) = "black" {}
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_GlobalDisplacementMap1 ("", 2D) = "black" {}
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_GlobalDisplacementMap2 ("", 2D) = "black" {}
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_GlobalDisplacementMap3 ("", 2D) = "black" {}
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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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} |