72 lines
2.3 KiB
GLSL
72 lines
2.3 KiB
GLSL
Shader "Winter Environment/Standard Snow" {
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Properties {
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_BaseColor ("Base Color", 2D) = "white" {}
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[Toggle(_USECUTOUTMASK_ON)] _UseCutoutMask ("Use Cutout Mask", Float) = 0
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_Cutoff ("Mask Clip Value", Float) = 0.5
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_Normal ("Normal", 2D) = "bump" {}
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_AmbientOcclusion ("Ambient Occlusion", 2D) = "white" {}
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_Metallic ("Metallic", 2D) = "white" {}
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[Toggle(_USESNOWTEXTURE_ON)] _UseSnowTexture ("Use Snow Texture", Float) = 0
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[Toggle(_USEMETALLIC_ON)] _UseMetallic ("Use Metallic", Float) = 0
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_SmoothnessStrength ("Smoothness Strength", Range(0, 1)) = 0
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[Toggle(_SMOOTHNESSINMETALLIC_ON)] _SmoothnessinMetallic ("Smoothness in Metallic?", Float) = 0
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_SnowColor ("Snow Color", Vector) = (0.8000001,0.8431373,0.8784314,0)
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_SnowAlbedo ("Snow Albedo", 2D) = "white" {}
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_SnowNormal ("Snow Normal", 2D) = "white" {}
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_SnowUVScale ("Snow UV Scale", Range(0, 10)) = 0.2
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_SnowAccumulation ("Snow Accumulation", Range(0, 5)) = 1
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_SnowSharpness ("Snow Sharpness", Range(1, 10)) = 1
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_ObjectNormalIntensity ("Object Normal Intensity", Range(0, 1)) = 0.5
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_SnowNormalIntensity ("Snow Normal Intensity", Range(0, 3)) = 5
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_SnowAOCancellation ("Snow AO Cancellation", Range(0, 1)) = 1
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[Toggle(_USEDETAILMAP_ON)] _UseDetailMap ("Use Detail Map", Float) = 0
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_DetailAlbedo ("Detail Albedo", 2D) = "white" {}
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_DetailNormal ("Detail Normal", 2D) = "white" {}
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_DetailNormalScale ("Detail Normal Scale", Range(0, 2)) = 1
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_DetailTiling ("Detail Tiling", Range(0.1, 5)) = 0.1
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_DetailAlbedoStrength ("Detail Albedo Strength", Range(0, 1)) = 0
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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 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // 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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} |