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

72 lines
2.3 KiB
GLSL

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