Shader "Hidden/TerrainEngine/Details/WavingDoublePass" { Properties { [SingleLineTexture] [HideInInspector] [PerRendererData] [NoScaleOffset] _MainTex ("MainTex", 2D) = "gray" {} _WavingTint ("WavingTint", Vector) = (1,1,1,0) _Cutoff ("Mask Clip Value", Float) = 0.5 _cutout ("cutout", Range(0, 3)) = 1 _Wetness ("Wetness", Range(0, 1)) = 0 _Gloss ("Gloss", Float) = 3 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", Float) = 1 _WaveAndDistance ("Wave and distance", Vector) = (12,3.6,1,1) } //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 _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Diffuse" //CustomEditor "ASEMaterialInspector" }