89 lines
No EOL
4.6 KiB
GLSL
89 lines
No EOL
4.6 KiB
GLSL
Shader "Shader Graphs/BlobShader" {
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Properties {
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
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_Gradient_Color ("Gradient Color", Vector) = (0,0,0,0)
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_Gradient_Edge ("Gradient Edge", Float) = 0
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_Amplitude ("Amplitude", Float) = 0
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_Frequency ("Frequency", Float) = 0
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_Ripple_Density ("Ripple Density", Float) = 0
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_Effect_Radius ("Effect Radius", Float) = 0
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_Edge_Blend ("Edge Blend", Float) = 0
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_RippleOrigin ("RippleOrigin", Vector) = (0,0,0,0)
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[HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1)
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[HideInInspector] _RenderQueueType ("Float", Float) = 1
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[ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _ConservativeDepthOffsetEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Boolean", Float) = 0
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[HideInInspector] _TransparentSortPriority ("_TransparentSortPriority", Float) = 0
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[ToggleUI] [HideInInspector] _UseShadowThreshold ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _DoubleSidedEnable ("Boolean", Float) = 0
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[Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Float", Float) = 2
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[HideInInspector] _DoubleSidedConstants ("Vector4", Vector) = (1,1,-1,0)
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[Enum(Auto, 0, On, 1, Off, 2)] [HideInInspector] _DoubleSidedGIMode ("Float", Float) = 0
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[ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0
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[HideInInspector] _SurfaceType ("Float", Float) = 0
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[HideInInspector] _BlendMode ("Float", Float) = 0
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[HideInInspector] _SrcBlend ("Float", Float) = 1
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[HideInInspector] _DstBlend ("Float", Float) = 0
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[HideInInspector] _AlphaSrcBlend ("Float", Float) = 1
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[HideInInspector] _AlphaDstBlend ("Float", Float) = 0
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[ToggleUI] [HideInInspector] _ZWrite ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _TransparentZWrite ("Boolean", Float) = 0
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[HideInInspector] _CullMode ("Float", Float) = 2
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[ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Boolean", Float) = 1
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[HideInInspector] _CullModeForward ("Float", Float) = 2
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[Enum(Front, 1, Back, 2)] [HideInInspector] _TransparentCullMode ("Float", Float) = 2
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[Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] [HideInInspector] _OpaqueCullMode ("Float", Float) = 2
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[HideInInspector] _ZTestDepthEqualForOpaque ("Float", Float) = 3
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[Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("Float", Float) = 4
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[ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _RequireSplitLighting ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1
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[HideInInspector] _StencilRef ("Float", Float) = 0
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[HideInInspector] _StencilWriteMask ("Float", Float) = 6
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[HideInInspector] _StencilRefDepth ("Float", Float) = 8
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[HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9
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[HideInInspector] _StencilRefMV ("Float", Float) = 40
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[HideInInspector] _StencilWriteMaskMV ("Float", Float) = 41
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[HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4
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[HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4
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[HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 15
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[HideInInspector] _StencilRefGBuffer ("Float", Float) = 10
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[HideInInspector] _ZTestGBuffer ("Float", Float) = 4
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[ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0
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[Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", Float) = 0
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[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
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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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CGPROGRAM
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#pragma surface surf Standard
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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}
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Fallback "Hidden/Shader Graph/FallbackError"
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//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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} |