Files
UltimateFishing2020/Assets/Shader/FX_Water (Basic).shader
2026-03-04 10:03:45 +08:00

48 lines
1.0 KiB
Plaintext

Shader "FX/Water (Basic)" {
Properties {
_horizonColor ("Horizon color", Vector) = (0.172,0.463,0.435,0)
_WaveScale ("Wave scale", Range(0.02, 0.15)) = 0.07
[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" {}
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
}
//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
}
}
}