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

85 lines
2.5 KiB
GLSL

Shader "GPUInstancer/Standard" {
Properties {
_Color ("Color", Vector) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
_Glossiness ("Smoothness", Range(0, 1)) = 0.5
_GlossMapScale ("Smoothness Scale", Range(0, 1)) = 1
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
[Gamma] _Metallic ("Metallic", Range(0, 1)) = 0
_MetallicGlossMap ("Metallic", 2D) = "white" {}
[ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1
[ToggleOff] _GlossyReflections ("Glossy Reflections", Float) = 1
_BumpScale ("Scale", Float) = 1
_BumpMap ("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1)) = 1
_OcclusionMap ("Occlusion", 2D) = "white" {}
_EmissionColor ("Color", Vector) = (0,0,0,1)
_EmissionMap ("Emission", 2D) = "white" {}
_DetailMask ("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale ("Scale", Float) = 1
_DetailNormalMap ("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
[HideInInspector] _Mode ("__mode", Float) = 0
[HideInInspector] _SrcBlend ("__src", Float) = 1
[HideInInspector] _DstBlend ("__dst", Float) = 0
[HideInInspector] _ZWrite ("__zw", 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 "GPUInstancer/VertexLit"
//CustomEditor "StandardShaderGUI"
}