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

90 lines
3.4 KiB
GLSL

Shader "NatureManufacture Shaders/Road/Standard_Metallic_Road_Transparent" {
Properties {
_AlphaNoiseTilling ("Alpha Noise Tilling", Vector) = (0,0,0,0)
_MainRoadColor ("Main Road Color", Vector) = (1,1,1,1)
_SecondRoadColor ("Second Road Color", Vector) = (1,1,1,1)
[Toggle(_INVERTVCOLORMASKSECONDROAD_ON)] _InvertVColorMaskSecondRoad ("Invert VColor Mask Second Road", Float) = 0
_MainRoadBrightness ("Main Road Brightness", Float) = 1
_SecondRoadBrightness ("Second Road Brightness", Float) = 1
_MainTex ("Main Road Albedo_T", 2D) = "white" {}
_TextureSample1 ("Second Road Albedo_T", 2D) = "white" {}
[Toggle(_USESECONDROADALPHA_ON)] _UseSecondRoadAlpha ("Use Second Road Alpha", Float) = 1
_AlphaNoisePower ("Alpha Noise Power", Range(0, 5)) = 0
_BumpMap ("Main Road Normal", 2D) = "bump" {}
_BumpScale ("Main Road BumpScale", Range(0, 5)) = 0
_TextureSample2 ("Second Road Normal", 2D) = "bump" {}
_Float0 ("Second Road BumpScale", Range(0, 5)) = 0
_MetalicRAmbientOcclusionGHeightBEmissionA ("Main Road Metallic (R) Ambient Occlusion (G) Height (B) Smoothness (A)", 2D) = "white" {}
_TextureSample3 ("Second Road Metallic (R) Ambient Occlusion (G) Height (B) Smoothness (A)", 2D) = "white" {}
_MainRoadMetalicPower ("Main Road Metalic Power", Range(0, 2)) = 0
_SecondRoadMetalicPower ("Second Road Metalic Power", Range(0, 2)) = 0
_MainRoadAmbientOcclusionPower ("Main Road Ambient Occlusion Power", Range(0, 1)) = 1
_SecondRoadAmbientOcclusionPower ("Second Road Ambient Occlusion Power", Range(0, 1)) = 1
_MainRoadSmoothnessPower ("Main Road Smoothness Power", Range(0, 2)) = 1
_SecondRoadSmoothnessPower ("Second Road Smoothness Power", Range(0, 2)) = 1
_MainRoadParallaxPower ("Main Road Parallax Power", Range(-0.1, 0.1)) = 0
_SecondRoadParallaxPower ("Second Road Parallax Power", Range(-0.1, 0.1)) = 0
_DetailMask ("DetailMask (A)", 2D) = "white" {}
_DetailMapAlbedoRNyGNxA ("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "white" {}
_DetailAlbedoPower ("Main Road Detail Albedo Power", Range(0, 2)) = 0
_Float1 ("Second Road Detail Albedo Power", Range(0, 2)) = 0
_DetailNormalMapScale ("Main Road DetailNormalMapScale", Range(0, 5)) = 0
_Float2 ("Second Road Detail Albedo Power", Range(0, 2)) = 0
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] __dirty ("", Float) = 1
[Header(Forward Rendering Options)] [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1
[ToggleOff] _GlossyReflections ("Reflections", Float) = 1
}
//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
}
}
Fallback "Diffuse"
}