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

56 lines
1.3 KiB
Plaintext

Shader "Hovl/WaterOrb" {
Properties {
_NormalMap ("NormalMap", 2D) = "bump" {}
_NormalScale ("NormalScale", Float) = 0.5
_Color ("Color", Vector) = (0.07450981,0.09019608,0.1019608,1)
_Metallic ("Metallic", Range(0, 1)) = 1
_Gloss ("Gloss", Range(0, 1)) = 0.8
_Opacity ("Opacity", Range(0, 1)) = 0.3
_Distortionpower ("Distortion power", Float) = 0
_Numberofwaves ("Number of waves", Float) = 1
_WavesspeedsizeXYTwistspeedsizeZW ("Waves speed-size XY Twist speed-size ZW", Vector) = (-1,0.2,4,0.6)
[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 _Color;
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return _Color; // RGBA
}
ENDHLSL
}
}
}