移除水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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Shader "Crest/Inputs/All/Utility"
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{
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Properties
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{
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[Enum(UnityEngine.Rendering.BlendMode)] _Crest_BlendModeSource("Source Blend Mode", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _Crest_BlendModeTarget("Target Blend Mode", Int) = 1
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[Enum(UnityEngine.Rendering.BlendOp)] _Crest_BlendOperation("Blend Operation", Int) = 0
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[Enum(UnityEngine.Rendering.ColorWriteMask)] _Crest_ColorMask("Color Mask", Int) = 15
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_Crest_Value("Value", Vector) = (1, 1, 1, 1)
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[HideInInspector]
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_Crest_Version("Version", Integer) = 0
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}
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SubShader
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{
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Pass
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{
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Blend [_Crest_BlendModeSource] [_Crest_BlendModeTarget]
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BlendOp [_Crest_BlendOperation]
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ColorMask [_Crest_ColorMask]
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ZWrite Off
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CGPROGRAM
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#pragma vertex Vertex
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#pragma fragment Fragment
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#include "UnityCG.cginc"
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CBUFFER_START(CrestPerWaterInput)
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float3 _Crest_DisplacementAtInputPosition;
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half4 _Crest_Value;
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half _Crest_Weight;
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CBUFFER_END
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float4 Vertex(float3 positionOS : POSITION) : SV_POSITION
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{
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float3 positionWS = mul(unity_ObjectToWorld, float4(positionOS, 1.0)).xyz;
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// Correct for displacement.
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positionWS.xz -= _Crest_DisplacementAtInputPosition.xz;
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return mul(UNITY_MATRIX_VP, float4(positionWS, 1.0));
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}
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half4 Fragment() : SV_Target
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{
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return _Crest_Value * _Crest_Weight;
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}
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ENDCG
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}
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}
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CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI"
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}
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