Files
UltimateFishing2020/Assets/Shader/GPUInstancer_Tobyfredson_Tree Bark Foliage Wind.shader
2026-03-04 10:03:45 +08:00

61 lines
1.7 KiB
GLSL

Shader "GPUInstancer/Tobyfredson/Tree Bark Foliage Wind" {
Properties {
[SingleLineTexture] [NoScaleOffset] _AlbedoMap ("Albedo Map", 2D) = "white" {}
[SingleLineTexture] [NoScaleOffset] [Normal] _NormalMap ("Normal Map", 2D) = "bump" {}
_NormalIntensity ("Normal Intensity", Range(-3, 3)) = 1
[SingleLineTexture] [NoScaleOffset] _MaskMap ("Mask Map", 2D) = "white" {}
_Float6 ("Ambient Occlusion", Range(0, 1)) = 0
_Float4 ("Metallic", Range(0, 1)) = 0
_Float5 ("Smoothness", Range(0, 1)) = 0
_Tiling ("Tiling", Vector) = (1,1,0,0)
_Offset ("Offset", Vector) = (1,1,0,0)
[Toggle(_VERTEXAOONOFF_ON)] _VertexAoOnOff ("Vertex Ao (On/Off)", Float) = 1
_VertexAointensity ("Vertex Ao intensity", Range(0, 1)) = 0
_WindDirection ("Wind Direction", Range(1.54, 1.6)) = 1
_WorldFrequency ("World Frequency", Range(0, 1)) = 1
_BendAmount ("Bend Amount", Range(0, 1)) = 1
_BranchBending ("Branch Bending", Range(0, 10)) = 1
[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;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
Fallback "Diffuse"
}