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51 行
1.5 KiB

Shader "BoatAttack/WaterTessellated"
{
Properties
{
_TessellationEdgeLength ("Tessellation Edge Length", Range(5, 100)) = 50
_BumpScale("Detail Wave Amount", Range(0, 1)) = 0.2//fine detail multiplier
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "LightweightPipeline" }
LOD 300
ZWrite Off
Pass
{
Name "WaterShading"
HLSLPROGRAM
#pragma require tessellation tessHW
#pragma prefer_hlslcc gles
/////////////////SHADER FEATURES//////////////////
#pragma shader_feature _ _TESSELLATION
#define _TESSELLATION 1
#pragma multi_compile _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma multi_compile _ USE_STRUCTURED_BUFFER
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile_fog
////////////////////INCLUDES//////////////////////
#include "WaterCommon.hlsl"
#include "WaterTessellation.hlsl"
#pragma vertex TessellationVertex
#pragma hull Hull
#pragma domain Domain
#pragma fragment WaterFragment
ENDHLSL
}
}
fallback "BoatAttack/Water"
}