Files
UltimateFishing2020/Assets/Shader/ANGRYMESH_Nature Pack_Standard_Props Snow.shader
2026-03-04 10:03:45 +08:00

64 lines
2.0 KiB
GLSL

Shader "ANGRYMESH/Nature Pack/Standard/Props Snow" {
Properties {
[Header(Base)] _BaseSmoothness ("Base Smoothness", Range(0, 1)) = 0.5
_BaseAOIntensity ("Base AO Intensity", Range(0, 1)) = 0.5
_BumpScale ("Base Normal Intensity", Range(0, 2)) = 1
_BaseColor ("Base Color", Vector) = (1,1,1,0)
[NoScaleOffset] _BaseAlbedoASmoothness ("Base Albedo (A Smoothness)", 2D) = "gray" {}
[NoScaleOffset] [Normal] _BaseNormalMap ("Base NormalMap", 2D) = "bump" {}
[NoScaleOffset] _BaseAOANoiseMask ("Base AO (A NoiseMask)", 2D) = "white" {}
[Header(Top)] [Toggle(_TOPENABLENOISE_ON)] _TopEnableNoise ("Top Enable Noise", Float) = 0
_TopNoiseUVScale ("Top Noise UV Scale", Range(0.2, 10)) = 1
_TopSmoothness ("Top Smoothness", Range(0, 1)) = 1
_TopUVScale ("Top UV Scale", Range(1, 30)) = 10
_TopIntensity ("Top Intensity", Range(0, 1)) = 0
_TopOffset ("Top Offset", Range(0, 1)) = 0.9126613
_TopContrast ("Top Contrast", Range(0, 2)) = 1
_TopNormalIntensity ("Top Normal Intensity", Range(0, 2)) = 1
_TopColor ("Top Color", Vector) = (1,1,1,0)
[NoScaleOffset] _TopAlbedoASmoothness ("Top Albedo (A Smoothness)", 2D) = "gray" {}
[NoScaleOffset] [Normal] _TopNormalMap ("Top NormalMap", 2D) = "bump" {}
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] __dirty ("", 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 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
Fallback "Diffuse"
}