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

80 lines
2.4 KiB
Plaintext

Shader "Hidden/Nature/Tree Creator Leaves Optimized" {
Properties {
_Color ("Main Color", Vector) = (1,1,1,1)
_TranslucencyColor ("Translucency Color", Vector) = (0.73,0.85,0.41,1)
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.3
_TranslucencyViewDependency ("View dependency", Range(0, 1)) = 0.7
_ShadowStrength ("Shadow Strength", Range(0, 1)) = 0.8
_ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
_ShadowOffsetScale1 ("Shadow Offset Scale1", Float) = 1
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_ShadowTex ("Shadow (RGB)", 2D) = "white" {}
_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
_SnowBlend ("Snow Blend", Range(0, 50)) = 0.4
_LightIntensity ("Light Intensity", Range(0.5, 50)) = 1
_SnowBumpDepth ("Snow bump depth", Range(0, 5)) = 1
_Bump ("Bump", 2D) = "bump" {}
_SnowTexture ("Snow texture", 2D) = "white" {}
_Depth ("Depth of Snow", Range(0, 0.02)) = 0.01
_SnowBump ("Snow Bump", 2D) = "bump" {}
_Direction ("Direction of snow", Vector) = (0,1,0,1)
_Power ("Snow,Main,Blend Factors", Vector) = (0.5,0.5,1,1)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
[HideInInspector] _SquashAmount ("Squash", Float) = 1
}
//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
}
}
}