Files
2026-03-04 10:03:45 +08:00

65 lines
1.8 KiB
GLSL

Shader "KriptoFX/KWS/Decal/Lit" {
Properties {
_SurfaceDisplacement ("SurfaceDisplacement", Float) = 1
_Color ("Color", Vector) = (1,1,1,0)
[NoScaleOffset] _Albedo ("Albedo", 2D) = "white" {}
_Offset ("Offset", Vector) = (0,0,0,0)
_Tiling ("Tiling", Vector) = (1,1,0,0)
[Toggle(_ANTI_TAILING)] _ANTI_TAILING ("Anti-Tailing", Float) = 0
[Toggle(_USE_METALLIC_GLOSS_MAP)] _USE_METALLIC_GLOSS_MAP ("Use Metallic Gloss Map", Float) = 0
[NoScaleOffset] _Metallic_Gloss_Map ("Metallic Gloss Map", 2D) = "white" {}
_Metallic ("Metallic", Float) = 0
_Smoothness ("Smoothness", Float) = 0.5
[Toggle(_USE_NORMAL)] _USE_NORMAL ("Use Normal", Float) = 0
[NoScaleOffset] [Normal] _Normal_Map ("Normal Map", 2D) = "bump" {}
_Normal_Strength ("Normal Strength", Float) = 1
[Toggle(_USE_MASK)] _USE_MASK ("Use Mask", Float) = 0
[NoScaleOffset] _Mask ("Mask", 2D) = "white" {}
_Mask_Remap ("Mask Remap", Vector) = (1,1,0,0)
[HideInInspector] _BUILTIN_QueueOffset ("Float", Float) = 0
[HideInInspector] _BUILTIN_QueueControl ("Float", 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
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}