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61 行
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Shader "Unlit/WaterFXFoamOnly"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Blend One One
LOD 100
Pass
{
Name "WaterFX"
Tags{"LightMode" = "WaterFX"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _NORMALMAP 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
half4 color : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
half3 posWS = TransformObjectToWorld(v.vertex.xyz);
o.vertex = TransformWorldToHClip(posWS);
o.uv = v.uv;
o.color = v.color;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv) * i.color;
return half4(col.rgb, 0);
}
ENDHLSL
}
}
}