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

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Shader "Water/Overlay/Displacements" {
Properties {
_SimulationMatrix ("Simulation Matrix", 2D) = "black" {}
_Amplitude ("Amplitude", Float) = 1
_Spread ("Spread", Float) = 0.01
_Multiplier ("Multiplier", Float) = 2
[MaterialToggle] _Fadeout ("Fadeout", Float) = 0
_FadePower ("Fade power", Float) = 2
}
//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
}
}
}