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

66 lines
1.5 KiB
GLSL

Shader "Hidden/TerrainEngine/Details/WavingDoublePass" {
Properties {
[SingleLineTexture] [HideInInspector] [PerRendererData] [NoScaleOffset] _MainTex ("MainTex", 2D) = "gray" {}
_WavingTint ("WavingTint", Vector) = (1,1,1,0)
_Cutoff ("Mask Clip Value", Float) = 0.5
_cutout ("cutout", Range(0, 3)) = 1
_Wetness ("Wetness", Range(0, 1)) = 0
_Gloss ("Gloss", Float) = 3
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] __dirty ("", Float) = 1
_WaveAndDistance ("Wave and distance", Vector) = (12,3.6,1,1)
}
//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;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
Fallback "Diffuse"
//CustomEditor "ASEMaterialInspector"
}