// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. Shader "Hidden/Crest/Editor/WaterProxy" { SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = fixed4(0.0, 0.3, 1.0, 0.5); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }