Files
UltimateFishing2020/Assets/Shader/GPUInstancer_NatureManufacture Shaders_Standard Shaders_Standard Metalic Snow.shader
2026-03-04 10:03:45 +08:00

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Shader "GPUInstancer/NatureManufacture Shaders/Standard Shaders/Standard Metalic Snow" {
Properties {
_MainTex ("MainTex ", 2D) = "white" {}
_Color ("Color", Vector) = (1,1,1,1)
_BumpMap ("BumpMap", 2D) = "bump" {}
_BumpScale ("BumpScale", Range(0, 5)) = 0
_MetalicRAmbientOcclusionGSmoothnessA ("Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
_MetallicPower ("Metallic Power", Range(0, 2)) = 1
_AmbientOcclusionPower ("Ambient Occlusion Power", Range(0, 1)) = 1
_SmoothnessPower ("Smoothness Power", Range(0, 2)) = 1
_DetailMask ("DetailMask", 2D) = "white" {}
_DetailAlbedoPower ("Detail Albedo Power", Range(0, 2)) = 0
_DetailMapAlbedoRNyGNxA ("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {}
_DetailNormalMapScale ("DetailNormalMapScale", Range(0, 5)) = 0
[Toggle(_USESNOW_ON)] _UseSnow ("Use Snow", Float) = 1
[Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF ("Use Dynamic Snow (T) Static Mask (F)", Float) = 1
_SnowMaskB ("Snow Mask (B)", 2D) = "white" {}
_SnowMaskPower ("Snow Mask Power", Range(0, 10)) = 1
_Snow_Amount ("Snow_Amount", Range(0, 2)) = 0.13
_Snow_AmountGrowSpeed ("Snow_Amount Grow Speed", Range(1, 3)) = 3
_TriplanarCoverFalloff ("Triplanar Cover Falloff", Range(1, 10)) = 8
_SnowAlbedoRGB ("Snow Albedo (RGB)", 2D) = "white" {}
_SnowTiling ("Snow Tiling", Range(0.0001, 100)) = 15
_SnowAlbedoColor ("Snow Albedo Color", Vector) = (1,1,1,1)
_SnowNormalRGB ("Snow Normal (RGB)", 2D) = "white" {}
_SnowMetalicRAmbientOcclusionGSmothnessA ("Snow Metalic (R) Ambient Occlusion(G) Smothness (A)", 2D) = "white" {}
_SnowNormalScale ("Snow Normal Scale", Range(0, 5)) = 0
_SnowNormalCoverHardness ("Snow Normal Cover Hardness", Range(0, 10)) = 0
_SnowMetallicPower ("Snow Metallic Power", Range(0, 2)) = 1
_SnowAmbientOcclusionPower ("Snow Ambient Occlusion Power", Range(0, 1)) = 1
_SnowSmoothnessPower ("Snow Smoothness Power", Range(0, 2)) = 1
_SnowMaxAngle ("Snow Max Angle ", Range(0.001, 90)) = 90
_SnowHardness ("Snow Hardness", Range(1, 10)) = 5
_Snow_Min_Height ("Snow_Min_Height", Range(-1000, 10000)) = -1000
_Snow_Min_Height_Blending ("Snow_Min_Height_Blending", Range(0, 500)) = 1
_SnowHeightG ("Snow Height (G)", 2D) = "white" {}
_SnowHeightSharpness ("Snow Height Sharpness", Range(0, 2)) = 0.3
[HideInInspector] _texcoord ("", 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"
}