Files
UltimateFishing2020/Assets/Shader/Hidden_Terrain_Base1990979782.shader
2026-03-04 10:03:45 +08:00

71 lines
1.9 KiB
GLSL

Shader "Hidden/Terrain_Base1990979782" {
Properties {
[HideInInspector] _Control0 ("Control0", 2D) = "red" {}
[HideInInspector] _Control1 ("Control1", 2D) = "black" {}
[HideInInspector] _Control2 ("Control2", 2D) = "black" {}
[HideInInspector] _Control3 ("Control3", 2D) = "black" {}
[NoScaleOffset] _Diffuse ("Diffuse Array", 2DArray) = "white" {}
[NoScaleOffset] _NormalSAO ("Normal Array", 2DArray) = "bump" {}
[NoScaleOffset] _PerTexProps ("Per Texture Properties", 2D) = "black" {}
[HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {}
[HideInInspector] _PerPixelNormal ("Per Pixel Normal", 2D) = "bump" {}
_Contrast ("Blend Contrast", Range(0.01, 0.99)) = 0.4
_UVScale ("UV Scales", Vector) = (45,45,0,0)
_MainTex ("Unity Bug", 2D) = "white" {}
_TerrainHeightmapTexture ("", 2D) = "black" {}
_TerrainNormalmapTexture ("", 2D) = "bump" {}
_HybridHeightBlendDistance ("Hybrid Blend Distance", Float) = 300
}
//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
}
}
//CustomEditor "MicroSplatShaderGUI"
}