55 lines
1.2 KiB
Plaintext
55 lines
1.2 KiB
Plaintext
Shader "GPUInstancer/MK4/Trees_Bark_Blend" {
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Properties {
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_Albedo ("Albedo", 2D) = "white" {}
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_Normals ("Normals", 2D) = "bump" {}
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_NormalScale ("Normal Scale", Range(0, 3)) = 1
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_Gloss_ao_mask ("Gloss_ao_mask", 2D) = "white" {}
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_Moss ("Moss", 2D) = "white" {}
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_MossNormal ("Moss Normal", 2D) = "bump" {}
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_MossNormalBlend ("Moss Normal Blend", Range(0, 1)) = 0.5
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_MossNormalScale ("Moss Normal Scale", Range(0, 3)) = 1
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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[HideInInspector] __dirty ("", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Diffuse"
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//CustomEditor "ASEMaterialInspector"
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} |