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UltimateFishing2020/Assets/Shader/GPUInstancer_Billboard_2DRendererTree.shader
2026-03-04 10:03:45 +08:00

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Shader "GPUInstancer/Billboard/2DRendererTree" {
Properties {
_Color ("Color", Vector) = (1,1,1,1)
_AlbedoAtlas ("Albedo Atlas", 2D) = "white" {}
_NormalAtlas ("Normal Atlas", 2D) = "white" {}
_Cutoff ("Cutoff", Range(0, 1)) = 0.3
_FrameCount ("_FrameCount", Float) = 8
_SPDHueVariation ("Hue Vatiation", Vector) = (0,0,0,0)
[Toggle(SPDTREE_HUE_VARIATION)] _UseSPDHueVariation ("Use Hue Variation", Float) = 0
[Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos ("BillboardFaceCamPos", Float) = 0
}
//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 _Color;
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return _Color; // RGBA
}
ENDHLSL
}
}
}