64 lines
2.0 KiB
GLSL
64 lines
2.0 KiB
GLSL
Shader "ANGRYMESH/Nature Pack/Standard/Props Snow" {
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Properties {
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[Header(Base)] _BaseSmoothness ("Base Smoothness", Range(0, 1)) = 0.5
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_BaseAOIntensity ("Base AO Intensity", Range(0, 1)) = 0.5
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_BumpScale ("Base Normal Intensity", Range(0, 2)) = 1
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_BaseColor ("Base Color", Vector) = (1,1,1,0)
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[NoScaleOffset] _BaseAlbedoASmoothness ("Base Albedo (A Smoothness)", 2D) = "gray" {}
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[NoScaleOffset] [Normal] _BaseNormalMap ("Base NormalMap", 2D) = "bump" {}
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[NoScaleOffset] _BaseAOANoiseMask ("Base AO (A NoiseMask)", 2D) = "white" {}
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[Header(Top)] [Toggle(_TOPENABLENOISE_ON)] _TopEnableNoise ("Top Enable Noise", Float) = 0
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_TopNoiseUVScale ("Top Noise UV Scale", Range(0.2, 10)) = 1
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_TopSmoothness ("Top Smoothness", Range(0, 1)) = 1
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_TopUVScale ("Top UV Scale", Range(1, 30)) = 10
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_TopIntensity ("Top Intensity", Range(0, 1)) = 0
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_TopOffset ("Top Offset", Range(0, 1)) = 0.9126613
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_TopContrast ("Top Contrast", Range(0, 2)) = 1
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_TopNormalIntensity ("Top Normal Intensity", Range(0, 2)) = 1
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_TopColor ("Top Color", Vector) = (1,1,1,0)
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[NoScaleOffset] _TopAlbedoASmoothness ("Top Albedo (A Smoothness)", 2D) = "gray" {}
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[NoScaleOffset] [Normal] _TopNormalMap ("Top NormalMap", 2D) = "bump" {}
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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[HideInInspector] __dirty ("", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Diffuse"
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} |