94 lines
3.4 KiB
Plaintext
94 lines
3.4 KiB
Plaintext
Shader "GPUInstancer/NatureManufacture Shaders/Standard Shaders/Standard Metalic Snow" {
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Properties {
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_MainTex ("MainTex ", 2D) = "white" {}
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_Color ("Color", Vector) = (1,1,1,1)
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_BumpMap ("BumpMap", 2D) = "bump" {}
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_BumpScale ("BumpScale", Range(0, 5)) = 0
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_MetalicRAmbientOcclusionGSmoothnessA ("Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
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_MetallicPower ("Metallic Power", Range(0, 2)) = 1
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_AmbientOcclusionPower ("Ambient Occlusion Power", Range(0, 1)) = 1
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_SmoothnessPower ("Smoothness Power", Range(0, 2)) = 1
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_DetailMask ("DetailMask", 2D) = "white" {}
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_DetailAlbedoPower ("Detail Albedo Power", Range(0, 2)) = 0
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_DetailMapAlbedoRNyGNxA ("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {}
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_DetailNormalMapScale ("DetailNormalMapScale", Range(0, 5)) = 0
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[Toggle(_USESNOW_ON)] _UseSnow ("Use Snow", Float) = 1
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[Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF ("Use Dynamic Snow (T) Static Mask (F)", Float) = 1
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_SnowMaskB ("Snow Mask (B)", 2D) = "white" {}
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_SnowMaskPower ("Snow Mask Power", Range(0, 10)) = 1
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_Snow_Amount ("Snow_Amount", Range(0, 2)) = 0.13
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_Snow_AmountGrowSpeed ("Snow_Amount Grow Speed", Range(1, 3)) = 3
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_TriplanarCoverFalloff ("Triplanar Cover Falloff", Range(1, 10)) = 8
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_SnowAlbedoRGB ("Snow Albedo (RGB)", 2D) = "white" {}
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_SnowTiling ("Snow Tiling", Range(0.0001, 100)) = 15
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_SnowAlbedoColor ("Snow Albedo Color", Vector) = (1,1,1,1)
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_SnowNormalRGB ("Snow Normal (RGB)", 2D) = "white" {}
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_SnowMetalicRAmbientOcclusionGSmothnessA ("Snow Metalic (R) Ambient Occlusion(G) Smothness (A)", 2D) = "white" {}
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_SnowNormalScale ("Snow Normal Scale", Range(0, 5)) = 0
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_SnowNormalCoverHardness ("Snow Normal Cover Hardness", Range(0, 10)) = 0
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_SnowMetallicPower ("Snow Metallic Power", Range(0, 2)) = 1
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_SnowAmbientOcclusionPower ("Snow Ambient Occlusion Power", Range(0, 1)) = 1
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_SnowSmoothnessPower ("Snow Smoothness Power", Range(0, 2)) = 1
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_SnowMaxAngle ("Snow Max Angle ", Range(0.001, 90)) = 90
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_SnowHardness ("Snow Hardness", Range(1, 10)) = 5
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_Snow_Min_Height ("Snow_Min_Height", Range(-1000, 10000)) = -1000
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_Snow_Min_Height_Blending ("Snow_Min_Height_Blending", Range(0, 500)) = 1
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_SnowHeightG ("Snow Height (G)", 2D) = "white" {}
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_SnowHeightSharpness ("Snow Height Sharpness", Range(0, 2)) = 0.3
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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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float4 _MainTex_ST;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Vertex_Stage_Output
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{
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float2 uv : TEXCOORD0;
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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.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
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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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Texture2D<float4> _MainTex;
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SamplerState sampler_MainTex;
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float4 _Color;
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struct Fragment_Stage_Input
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{
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float2 uv : TEXCOORD0;
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};
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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{
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return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
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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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} |