LethalCompany/Lethal Company/ExportedProject/Assets/Shader/HDRP_TerrainLit.shader
2023-12-22 18:30:10 -05:00

51 lines
No EOL
2.1 KiB
GLSL

Shader "HDRP/TerrainLit" {
Properties {
[ToggleUI] [HideInInspector] _EnableHeightBlend ("EnableHeightBlend", Float) = 0
_HeightTransition ("Height Transition", Range(0, 1)) = 0
[Enum(Off, 0, From Ambient Occlusion, 1)] [HideInInspector] _SpecularOcclusionMode ("Specular Occlusion Mode", Float) = 1
[HideInInspector] _StencilRef ("_StencilRef", Float) = 0
[HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3
[HideInInspector] _StencilRefGBuffer ("_StencilRefGBuffer", Float) = 2
[HideInInspector] _StencilWriteMaskGBuffer ("_StencilWriteMaskGBuffer", Float) = 3
[HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0
[HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8
[HideInInspector] _ZWrite ("__zw", Float) = 1
[ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0
[HideInInspector] _CullMode ("__cullmode", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4
[HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4
[ToggleUI] _EnableInstancedPerPixelNormal ("Instanced per pixel normal", Float) = 1
[HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {}
[HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1)
[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
[HideInInspector] _Color ("Color", Vector) = (1,1,1,1)
[ToggleUI] [HideInInspector] _SupportDecals ("Support Decals", Float) = 1
[ToggleUI] [HideInInspector] _ReceivesSSR ("Receives SSR", Float) = 1
[ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Hidden/HDRP/FallbackError"
//CustomEditor "UnityEditor.Rendering.HighDefinition.TerrainLitGUI"
}