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

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Shader "FinwardStudios/Standard_doublesided_transparent" {
Properties {
_Color ("Color", Vector) = (1,1,1,1)
[NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {}
[Toggle] _UseMetallicMap ("Use Metallic Map", Float) = 0
[NoScaleOffset] _MetallicGlossMap ("Metallic", 2D) = "black" {}
[Gamma] _Metallic ("Metallic", Range(0, 1)) = 0
_Glossiness ("Smoothness", Range(0, 1)) = 0.5
_BumpScale ("Scale", Float) = 1
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
_Cutoff ("Alpha_cutoff", Range(0.01, 1)) = 0.5
}
//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;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
Fallback "Diffuse"
}