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

64 lines
1.3 KiB
Plaintext

Shader "Custom/LightRays" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color1 ("Color1", Vector) = (0.1,1,1,1)
_Color2 ("Color2", Vector) = (0,0.46,1,0)
_Speed ("Speed", Range(0, 5)) = 0.5
_Size ("Size", Range(1, 30)) = 15
_Skew ("Skew", Range(-1, 1)) = 0.5
_Shear ("Shear", Range(0, 5)) = 1
_Fade ("Fade", Range(0, 1)) = 1
_Contrast ("Contrast", Range(0, 50)) = 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;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
}