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

60 lines
1.7 KiB
GLSL

Shader "KriptoFX/KWS/Particles/Decal_UnlitAdditive" {
Properties {
_SurfaceDisplacement ("SurfaceDisplacement", Float) = 0.1
_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_MASK)] _USE_MASK ("Use Mask", Float) = 0
[NoScaleOffset] _Mask ("Mask", 2D) = "white" {}
_Mask_Remap ("Mask Remap", Vector) = (1,1,0,0)
[NoScaleOffset] _KWSAPIDecalShared_9517219426604339801c0821a677b136_MetallicGlossMap_2098051971 ("Texture2D", 2D) = "white" {}
[NoScaleOffset] _KWSAPIDecalShared_9517219426604339801c0821a677b136_NormalMap_744806461 ("Texture2D", 2D) = "white" {}
[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"
}