// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. Shader "Crest/Inputs/Foam/Add From Texture" { Properties { [MainTexture] _Crest_Texture("Texture", 2D) = "white" {} _Crest_Strength( "Strength", float ) = 1 [HideInInspector] _Crest_Version("Version", Integer) = 0 } SubShader { Blend One One ZTest Always ZWrite Off Pass { CGPROGRAM #pragma vertex Vert #pragma fragment Frag #include "UnityCG.cginc" Texture2D _Crest_Texture; SamplerState sampler_Crest_Texture; float _Crest_Strength; CBUFFER_START(CrestPerWaterInput) float _Crest_SimDeltaTime; float4 _Crest_Texture_ST; float3 _Crest_DisplacementAtInputPosition; half _Crest_Weight; CBUFFER_END struct Attributes { float3 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; }; Varyings Vert(Attributes input) { Varyings o; float3 worldPos = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)).xyz; // Correct for displacement worldPos.xz -= _Crest_DisplacementAtInputPosition.xz; o.positionCS = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0)); o.uv = TRANSFORM_TEX(input.uv, _Crest_Texture); return o; } float4 Frag(Varyings input) : SV_Target { return _Crest_Texture.Sample(sampler_Crest_Texture, input.uv) * _Crest_Weight * _Crest_Strength * _Crest_SimDeltaTime; } ENDCG } } CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI" }