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

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Shader "GPUInstancer/Flooded_Grounds/PBR_TopBlend" {
Properties {
_MainTex ("Base Albedo (RGB)", 2D) = "white" {}
_Spc ("Base Metalness(R) Smoothness(A)", 2D) = "black" {}
_BumpMap ("Base Normal", 2D) = "bump" {}
_AO ("Base AO", 2D) = "white" {}
_layer1Tex ("Layer1 Albedo (RGB) Smoothness (A)", 2D) = "white" {}
_layer1Metal ("Layer1 Metalness", Range(0, 1)) = 0
_layer1Norm ("Layer 1 Normal", 2D) = "bump" {}
_layer1Breakup ("Layer1 Breakup (R)", 2D) = "white" {}
_layer1BreakupAmnt ("Layer1 Breakup Amount", Range(0, 1)) = 0.5
_layer1Tiling ("Layer1 Tiling", Float) = 10
_Power ("Layer1 Blend Amount", Float) = 1
_Shift ("Layer1 Blend Height", Float) = 1
_DetailBump ("Detail Normal", 2D) = "bump" {}
_DetailInt ("DetailNormal Intensity", Range(0, 1)) = 0.4
_DetailTiling ("DetailNormal Tiling", Float) = 2
}
//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
}
}
Fallback "Bumped Specular"
}