Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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46 行
1.2 KiB

Shader "BoatAttack/Water"
{
Properties
{
_BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier
_DitherPattern ("Dithering Pattern", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "UniversalPipeline" }
ZWrite On
Pass
{
Name "WaterShading"
Tags{"LightMode" = "UniversalForward"}
HLSLPROGRAM
#pragma prefer_hlslcc gles
/////////////////SHADER FEATURES//////////////////
#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 _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile_fog
////////////////////INCLUDES//////////////////////
#include "WaterCommon.hlsl"
//non-tess
#pragma vertex WaterVertex
#pragma fragment WaterFragment
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}