Shader "Winter Environment/Standard Snow" { Properties { _BaseColor ("Base Color", 2D) = "white" {} [Toggle(_USECUTOUTMASK_ON)] _UseCutoutMask ("Use Cutout Mask", Float) = 0 _Cutoff ("Mask Clip Value", Float) = 0.5 _Normal ("Normal", 2D) = "bump" {} _AmbientOcclusion ("Ambient Occlusion", 2D) = "white" {} _Metallic ("Metallic", 2D) = "white" {} [Toggle(_USESNOWTEXTURE_ON)] _UseSnowTexture ("Use Snow Texture", Float) = 0 [Toggle(_USEMETALLIC_ON)] _UseMetallic ("Use Metallic", Float) = 0 _SmoothnessStrength ("Smoothness Strength", Range(0, 1)) = 0 [Toggle(_SMOOTHNESSINMETALLIC_ON)] _SmoothnessinMetallic ("Smoothness in Metallic?", Float) = 0 _SnowColor ("Snow Color", Vector) = (0.8000001,0.8431373,0.8784314,0) _SnowAlbedo ("Snow Albedo", 2D) = "white" {} _SnowNormal ("Snow Normal", 2D) = "white" {} _SnowUVScale ("Snow UV Scale", Range(0, 10)) = 0.2 _SnowAccumulation ("Snow Accumulation", Range(0, 5)) = 1 _SnowSharpness ("Snow Sharpness", Range(1, 10)) = 1 _ObjectNormalIntensity ("Object Normal Intensity", Range(0, 1)) = 0.5 _SnowNormalIntensity ("Snow Normal Intensity", Range(0, 3)) = 5 _SnowAOCancellation ("Snow AO Cancellation", Range(0, 1)) = 1 [Toggle(_USEDETAILMAP_ON)] _UseDetailMap ("Use Detail Map", Float) = 0 _DetailAlbedo ("Detail Albedo", 2D) = "white" {} _DetailNormal ("Detail Normal", 2D) = "white" {} _DetailNormalScale ("Detail Normal Scale", Range(0, 2)) = 1 _DetailTiling ("Detail Tiling", Range(0.1, 5)) = 0.1 _DetailAlbedoStrength ("Detail Albedo Strength", Range(0, 1)) = 0 [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 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } Fallback "Diffuse" //CustomEditor "ASEMaterialInspector" }