Files
UltimateFishing2020/Assets/Shader/MK4_Trees_two_sided.shader
2026-03-04 10:03:45 +08:00

66 lines
1.7 KiB
Plaintext

Shader "MK4/Trees_two_sided" {
Properties {
[Header(Translucency)] _Translucency ("Strength", Range(0, 50)) = 1
_TransNormalDistortion ("Normal Distortion", Range(0, 1)) = 0.1
_TransScattering ("Scaterring Falloff", Range(1, 50)) = 2
_TransDirect ("Direct", Range(0, 1)) = 1
_TransAmbient ("Ambient", Range(0, 1)) = 0.2
_TransShadow ("Shadow", Range(0, 1)) = 0.9
_Cutoff ("Mask Clip Value", Float) = 0.36
_Color ("Color", Vector) = (1,1,1,0)
_Albedo ("Albedo", 2D) = "white" {}
_NormalMap ("NormalMap", 2D) = "bump" {}
_NormalScale ("Normal Scale", Range(0, 3)) = 0
_WindPower ("Wind Power", Range(0, 1)) = 0
_WindScale ("Wind Scale", Range(0, 1)) = 0
_WindNoiseTiling ("Wind Noise Tiling", Range(0, 1)) = 0.5
_WindSpeed ("Wind Speed", Range(0, 1)) = 0.1
_TransGlossAOWind ("Trans-Gloss-AO-Wind", 2D) = "white" {}
_WindNoise ("Wind Noise", 2D) = "black" {}
[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
}
}
Fallback "Diffuse"
//CustomEditor "ASEMaterialInspector"
}