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

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Shader "Hovl/Particles/Blend_CenterGlow" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_Noise ("Noise", 2D) = "white" {}
_Flow ("Flow", 2D) = "white" {}
_Mask ("Mask", 2D) = "white" {}
_SpeedMainTexUVNoiseZW ("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
_DistortionSpeedXYPowerZ ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
_Emission ("Emission", Float) = 2
_Color ("Color", Vector) = (0.5,0.5,0.5,1)
_Opacity ("Opacity", Range(0, 3)) = 1
[Toggle] _Usecenterglow ("Use center glow?", Float) = 0
[MaterialToggle] _Usedepth ("Use depth?", Float) = 0
_Depthpower ("Depth power", Float) = 1
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode ("Culling", Float) = 0
[HideInInspector] _texcoord ("", 2D) = "white" {}
}
//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
}
}
}