Shader "RF4/Water2/WaterBRDF" { Properties { _WaterColor ("Water Color", Vector) = (0,0,1,1) _WaterDensity ("Water Density", Vector) = (2.5,4,0,0) _Distortion ("Distortion", Vector) = (0,0,1,0) _PlanarReflectionFadingStartAngle ("Planar Reflections Fading Start Angle", Range(0, 1)) = 0.85 _ReflectionProbeIntensity ("Reflection Probe Intensity", Float) = 3 _Tile ("Maps Tiling", Float) = 1 [HideInInspector] _Interact0 ("Interact0", 2D) = "black" {} [HideInInspector] _Interact1 ("Interact1", 2D) = "black" {} [HideInInspector] _Interact2 ("Interact2", 2D) = "black" {} [HideInInspector] _Interact3 ("Interact3", 2D) = "black" {} [HideInInspector] [HDR] _Reflection ("Reflection", 2D) = "black" {} } //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" }