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UltimateFishing2020/Assets/Resources/raindropmine tut stage3 transp a masked.shader
2026-03-04 10:03:45 +08:00

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Shader "Custom/RaindropSM TUT STAGE3 TRANSP A MASKED" {
Properties {
_MainTex ("_MainTex (RGB)", 2D) = "white" {}
_Size ("_Size", Float) = 1
_Distortion ("_Distortion", Float) = 1
_Blur ("_Blur", Float) = 0
_TileNumCausticRotMin ("_TileNumCausticRotMin", Float) = 1
_LoopNum ("_LoopNum", Vector) = (1,1,1,1)
_RainSmallDirection ("_RainSmallDirection", Vector) = (1,1,1,1)
_TimeOffset ("_TimeCenterOffsets", Vector) = (1,1,1,1)
_EraseCenterRadius ("_EraseCenterRadius", Vector) = (0,0,1,1)
erasePower ("ErasePower", Float) = 1
maskPower ("maskPower", Float) = 1
mainTexTilingOffset ("main Texture Tiling and Offset", Vector) = (1,1,0,0)
}
//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;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
Fallback "Diffuse"
}