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

57 lines
1.8 KiB
GLSL

Shader "CTI/LOD Bark Array" {
Properties {
_HueVariation ("Color Variation", Vector) = (0.9,0.5,0,0.1)
[Header(Main Maps)] [Space(5)] _MainTexArray ("Albedo Array (RGB) Smoothness (A)", 2DArray) = "white" {}
[NoScaleOffset] _BumpSpecAOMapArray ("Normal Map (GA) Specular (R) AO (B)", 2DArray) = "bump" {}
[Header(Secondary Maps)] [Space(5)] [CTI_DetailsEnum] _DetailMode ("Secondary Maps (need UV2)", Float) = 0
[Toggle(_SWAP_UVS)] _SwapUVS (" Swap UVS", Float) = 0
_AverageCol (" Average Color (RGB) Smoothness (A)", Vector) = (1,1,1,0.5)
[Space(5)] [NoScaleOffset] _DetailAlbedoMap (" Detail Albedo x2 (RGB) Smoothness (A)", 2D) = "gray" {}
[NoScaleOffset] _DetailNormalMapX (" Normal Map (GA) Specular (R) AO (B)", 2D) = "gray" {}
_DetailNormalMapScale (" Normal Strength", Float) = 1
[Header(Wind)] [Space(5)] [Toggle(_METALLICGLOSSMAP)] _LODTerrain ("Use Wind from Script", Float) = 0
[Header(Options for lowest LOD)] [Space(5)] [Toggle] _FadeOutWind ("Fade out Wind", Float) = 0
[HideInInspector] _Cutoff ("Cutoff", Range(0, 1)) = 1
[HideInInspector] _IsBark ("Is Bark", 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
}
}
//CustomEditor "CTI_ShaderGUI"
}