Shader "Hovl/WaterOrb" { Properties { _NormalMap ("NormalMap", 2D) = "bump" {} _NormalScale ("NormalScale", Float) = 0.5 _Color ("Color", Vector) = (0.07450981,0.09019608,0.1019608,1) _Metallic ("Metallic", Range(0, 1)) = 1 _Gloss ("Gloss", Range(0, 1)) = 0.8 _Opacity ("Opacity", Range(0, 1)) = 0.3 _Distortionpower ("Distortion power", Float) = 0 _Numberofwaves ("Number of waves", Float) = 1 _WavesspeedsizeXYTwistspeedsizeZW ("Waves speed-size XY Twist speed-size ZW", Vector) = (-1,0.2,4,0.6) [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", 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 _Color; float4 frag(Vertex_Stage_Output input) : SV_TARGET { return _Color; // RGBA } ENDHLSL } } }