Files
UltimateFishing2020/Assets/Resources/height fog global.shader
2026-03-04 10:03:45 +08:00

48 lines
1.1 KiB
GLSL

Shader "Hidden/BOXOPHOBIC/Atmospherics/Height Fog Global" {
Properties {
[HideInInspector] _HeightFogGlobal ("_HeightFogGlobal", Float) = 1
[HideInInspector] _IsHeightFogShader ("_IsHeightFogShader", Float) = 1
[HideInInspector] _IsStandardPipeline ("_IsStandardPipeline", Float) = 1
[HideInInspector] _TransparentQueue ("_TransparentQueue", Float) = 3000
[BBanner(Height Fog, Global)] _TITLE ("< TITLE >", 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
}
}
}