FiE-Game/Assets/Shader/ZFS Shaders_ZFS_Flat_Pro_PanXY.shader

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Shader "ZFS Shaders/ZFS_Flat_Pro_PanXY" {
Properties {
_Brightness ("Brightness", Float) = 1
_Intensity ("Intensity", Float) = 1
[MaterialToggle] _Gradient_Or_Solid_Color ("Gradient_Or_Solid_Color", Float) = 1
_Gradient_Color ("Gradient_Color", 2D) = "white" {}
_Solid_Color ("Solid_Color", Vector) = (0.1764706,0.5229208,1,1)
_Texture ("Texture", 2D) = "white" {}
_Gradient_Texture_Decay ("Gradient_Texture_Decay", 2D) = "white" {}
_Decay ("Decay", Range(0.05, 0.95)) = 0.3
[MaterialToggle] _Mask ("Mask", Float) = 1
[MaterialToggle] _Make_Same_As_Mask ("Make_Same_As_Mask", Float) = 0
_Mask_Texture ("Mask_Texture", 2D) = "white" {}
[MaterialToggle] _Edge_Detection ("Edge_Detection", Float) = 1
_Edge_Detection_Distance ("Edge_Detection_Distance", Float) = 3
_Gradient_Edge_Detection ("Gradient_Edge_Detection", 2D) = "white" {}
[MaterialToggle] _Soft_Texture ("Soft_Texture", Float) = -1.398039
_EmissionGain ("Emission Gain", Range(0, 1)) = 0.3
_Pan_SpeedY ("Pan_SpeedY", Float) = 0.1
_Pan_SpeedX ("Pan_SpeedX", Float) = 0
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
Fallback "Diffuse"
//CustomEditor "ShaderForgeMaterialInspector"
}