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5.24BuYu/Assets/Resources/shader/FishFresnel.shader
T
2026-03-18 17:26:14 +08:00

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Shader "FishFresnel" {
Properties {
_Color0 ("Color 0", Vector) = (0.5019608,0.5019608,0.5019608,0.5019608)
_Fresnel_Int ("Fresnel_Int", Float) = 1.09
_Fresnel_Range ("Fresnel_Range", Float) = 30.78
_TextureSample0 ("Texture Sample 0", 2D) = "white" {}
_Intensity ("Intensity", Float) = 0
_Color1 ("Color 1", Vector) = (0,0,0,0)
_Alpha ("透明度", Float) = 1
[HideInInspector] _texcoord ("", 2D) = "white" {}
[HideInInspector] __dirty ("", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
Fallback "Diffuse"
}