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

64 lines
1.5 KiB
GLSL

Shader "BOXOPHOBIC/Atmospherics/Height Fog Per Object" {
Properties {
[HideInInspector] _HeightFogPerObject ("_HeightFogPerObject", Float) = 1
[HideInInspector] _IsHeightFogShader ("_IsHeightFogShader", Float) = 1
[HideInInspector] _IsStandardPipeline ("_IsStandardPipeline", Float) = 1
[HideInInspector] _TransparentQueue ("_TransparentQueue", Float) = 3000
[BBanner(Height Fog, Per Object)] _TITLEE ("< TITLEE >", Float) = 1
[BCategory(Custom Alpha Inputs)] _CUSTOM ("[ CUSTOM ]", Float) = 1
_Color ("Color", Vector) = (1,1,1,1)
_MainTex ("MainTex", 2D) = "white" {}
}
//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<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
}