Files
UltimateFishing2020/Assets/Shader/GPUInstancer_ANGRYMESH_Nature Pack_Standard_Tree Bark Snow.shader
2026-03-04 10:03:45 +08:00

80 lines
2.5 KiB
GLSL

Shader "GPUInstancer/ANGRYMESH/Nature Pack/Standard/Tree Bark Snow" {
Properties {
[Header(Base)] _Glossiness ("Base Smoothness", Range(0, 1)) = 0.5
_OcclusionStrength ("Base Tree AO", Range(0, 1)) = 0.5
_BaseBarkAO ("Base Bark AO", Range(0, 1)) = 0.5
_BumpScale ("Base Normal Intensity", Range(0, 2)) = 1
_Color ("Base Color", Vector) = (1,1,1,1)
[NoScaleOffset] _MainTex ("Base Albedo (A Smoothness)", 2D) = "gray" {}
[NoScaleOffset] [Normal] _BumpMap ("Base NormalMap", 2D) = "bump" {}
[NoScaleOffset] _OcclusionMap ("Base AO (A Height)", 2D) = "white" {}
[Header(Top)] _TopSmoothness ("Top Smoothness", Range(0, 1)) = 1
_TopUVScale ("Top UV Scale", Range(1, 30)) = 10
_TopIntensity ("Top Intensity", Range(0, 1)) = 1
_TopOffset ("Top Offset", Range(0, 1)) = 0.5
_TopContrast ("Top Contrast", Range(0, 2)) = 1
_TopArrowDirection ("Top Arrow Direction", Range(0, 2)) = 0
_DetailNormalMapScale ("Top Normal Intensity", Range(0, 2)) = 1
_TopColor ("Top Color", Vector) = (1,1,1,0)
[NoScaleOffset] _TopAlbedoASmoothness ("Top Albedo (A Smoothness)", 2D) = "gray" {}
[NoScaleOffset] [Normal] _TopNormalMap ("Top NormalMap", 2D) = "bump" {}
[Header(Wind Trunk (use common settings for both materials))] _WindTrunkAmplitude ("Wind Trunk Amplitude", Range(0, 3)) = 1
_WindTrunkStiffness ("Wind Trunk Stiffness", Range(1, 3)) = 2
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] _texcoord4 ("", 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;
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"
}