66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
Shader "MK4/Trees_two_sided" {
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Properties {
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[Header(Translucency)] _Translucency ("Strength", Range(0, 50)) = 1
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_TransNormalDistortion ("Normal Distortion", Range(0, 1)) = 0.1
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_TransScattering ("Scaterring Falloff", Range(1, 50)) = 2
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_TransDirect ("Direct", Range(0, 1)) = 1
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_TransAmbient ("Ambient", Range(0, 1)) = 0.2
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_TransShadow ("Shadow", Range(0, 1)) = 0.9
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_Cutoff ("Mask Clip Value", Float) = 0.36
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_Color ("Color", Vector) = (1,1,1,0)
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_Albedo ("Albedo", 2D) = "white" {}
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_NormalMap ("NormalMap", 2D) = "bump" {}
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_NormalScale ("Normal Scale", Range(0, 3)) = 0
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_WindPower ("Wind Power", Range(0, 1)) = 0
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_WindScale ("Wind Scale", Range(0, 1)) = 0
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_WindNoiseTiling ("Wind Noise Tiling", Range(0, 1)) = 0.5
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_WindSpeed ("Wind Speed", Range(0, 1)) = 0.1
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_TransGlossAOWind ("Trans-Gloss-AO-Wind", 2D) = "white" {}
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_WindNoise ("Wind Noise", 2D) = "black" {}
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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[HideInInspector] __dirty ("", Float) = 1
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 _Color;
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return _Color; // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Diffuse"
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//CustomEditor "ASEMaterialInspector"
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} |