Files
UltimateFishing2020/Assets/Shader/Tobyfredson_Detailed Map Coverage Moss.shader
2026-03-04 10:03:45 +08:00

71 lines
2.4 KiB
GLSL

Shader "Tobyfredson/Detailed Map Coverage Moss" {
Properties {
[SingleLineTexture] [NoScaleOffset] _Albedo ("Albedo", 2D) = "white" {}
[SingleLineTexture] [NoScaleOffset] [Normal] _NormalMap ("Normal Map", 2D) = "bump" {}
[Toggle] _ToggleBlur ("Toggle Blur", Range(0, 1)) = 0
_NormalIntensity ("Normal Intensity", Range(-3, 3)) = 1
[SingleLineTexture] [NoScaleOffset] _MetallicAoGloss ("Metallic/Ao/Gloss", 2D) = "white" {}
_BlurSize ("Blur Size", Range(0, 0.05)) = 0
_Float3 ("Metallic", Range(0, 1)) = 0
_Float5 ("Ambient Occlusion", Range(0, 1)) = 0
_Float4 ("Smoothness", Range(0, 1)) = 0
_Tiling ("Tiling", Vector) = (1,1,0,0)
_Offset ("Offset", Vector) = (1,1,0,0)
[SingleLineTexture] [NoScaleOffset] _DetailMask ("Detail Mask", 2D) = "white" {}
[SingleLineTexture] [NoScaleOffset] _DetailAlbedo ("Detail Albedo", 2D) = "gray" {}
[SingleLineTexture] [NoScaleOffset] [Normal] _DetailNormal ("Detail Normal", 2D) = "bump" {}
_DetailNormalIntensity ("Detail Normal Intensity", Range(-3, 3)) = 1
_TilingDetail ("Tiling Detail", Vector) = (1,1,0,0)
_OffsetDetail ("Offset Detail", Vector) = (1,1,0,0)
[SingleLineTexture] [NoScaleOffset] _CoverageAlbedo ("Coverage Albedo", 2D) = "white" {}
[SingleLineTexture] [NoScaleOffset] [Normal] _CoverageNormal ("Coverage Normal", 2D) = "bump" {}
_Healthycolor ("Healthy color", Vector) = (0.75,0.5608132,0.1544118,0)
_Drycolor ("Dry color", Vector) = (0.4196078,0.4392157,0.2352941,0)
_Float6 ("Smoothness Coverage", Range(0, 1)) = 0
_TilingTriplanar ("Tiling Triplanar", Vector) = (1,1,0,0)
_CoverageAmount ("Coverage Amount", Range(0, 5)) = 1
_CoverageFalloff ("Coverage Falloff", Range(1, 5)) = 0.5
[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 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
Fallback "Diffuse"
}