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

92 lines
3.6 KiB
GLSL

Shader "AQUAS/Desktop/Front/Shallow" {
Properties {
[Header(Wave Options)] [NoScaleOffset] _NormalTexture ("Normal Texture", 2D) = "bump" {}
_NormalTiling ("Normal Tiling", Range(0.01, 2)) = 1
_NormalStrength ("Normal Strength", Range(0, 2)) = 0
_WaveSpeed ("Wave Speed", Float) = 0
_Refraction ("Refraction", Range(0, 1)) = 0.1
[Header(Color Options)] _DirtColor ("Dirt Color", Vector) = (0,0,0,0)
_DirtDensity ("Dirt Density", Range(0, 1)) = 0
[Header(Lighting Options)] _Specular ("Specular", Float) = 0
_SpecularColor ("Specular Color", Vector) = (0,0,0,0)
_Gloss ("Gloss", Float) = 0
_LightWrapping ("Light Wrapping", Range(0, 2)) = 0
[Header(Reflection Options)] [Toggle] _EnableRealtimeReflections ("Enable Realtime Reflections", Float) = 1
_RealtimeReflectionIntensity ("Realtime Reflection Intensity", Range(0, 1)) = 0
[Toggle] _EnableProbeRelfections ("Enable Probe Relfections", Float) = 1
_ProbeReflectionIntensity ("Probe Reflection Intensity", Range(0, 1)) = 0
_Distortion ("Distortion", Range(0, 1)) = 0
[HideInInspector] _ReflectionTex ("Reflection Tex", 2D) = "white" {}
[Header(Distance Options)] _MediumTilingDistance ("Medium Tiling Distance", Float) = 0
_FarTilingDistance ("Far Tiling Distance", Float) = 0
_DistanceFade ("Distance Fade", Float) = 0
[Header(Shoreline Waves)] _ShorelineFrequency ("Shoreline Frequency", Float) = 0
_ShorelineSpeed ("Shoreline Speed", Range(0, 0.2)) = 0
_ShorelineNormalStrength ("Shoreline Normal Strength", Range(0, 1)) = 0
_ShorelineBlend ("Shoreline Blend", Range(0, 1)) = 0
[NoScaleOffset] _ShorelineMask ("Shoreline Mask", 2D) = "white" {}
[HideInInspector] [NoScaleOffset] _RandomMask ("Random Mask", 2D) = "white" {}
[Header(Flowmap Options)] [NoScaleOffset] _FlowMap ("FlowMap", 2D) = "white" {}
_FlowSpeed ("Flow Speed", Float) = 20
[Toggle] _LinearColorSpace ("Linear Color Space", Float) = 0
[Header(Ripple Options)] _RippleStrength ("Ripple Strength", Range(0, 1)) = 0.5
_RippleTex0 ("RippleTex0", 2D) = "white" {}
_Scale0 ("Scale0", Float) = 0
[HideInInspector] _XOffset0 ("XOffset0", Float) = 0
[HideInInspector] _ZOffset0 ("ZOffset0", Float) = 0
[HideInInspector] _RippleTex1 ("RippleTex1", 2D) = "white" {}
[HideInInspector] _Scale1 ("Scale1", Float) = 0
[HideInInspector] _XOffset1 ("XOffset1", Float) = 0
[HideInInspector] _ZOffset1 ("ZOffset1", Float) = 0
[HideInInspector] _RippleTex2 ("RippleTex2", 2D) = "white" {}
[HideInInspector] _Scale2 ("Scale2", Float) = 0
[HideInInspector] _XOffset2 ("XOffset2", Float) = 0
[HideInInspector] _ZOffset2 ("ZOffset2", Float) = 0
[HideInInspector] _RippleTex3 ("RippleTex3", 2D) = "white" {}
[HideInInspector] _Scale3 ("Scale3", Float) = 0
[HideInInspector] _XOffset3 ("XOffset3", Float) = 0
[HideInInspector] _ZOffset3 ("ZOffset3", Float) = 0
[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"
}