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Fishing2/Assets/KriptoFX/WaterSystem2/WaterResources/Shaders/Resources/Common/KWS_Water.shader
2025-06-21 18:06:12 +08:00

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Shader "Hidden/KriptoFX/KWS/Water"
{
Properties
{
srpBatcherFix ("srpBatcherFix", Float) = 0
[HideInInspector]KWS_StencilMaskValue("KWS_StencilMaskValue", Int) = 32
}
SubShader
{
Tags { "Queue" = "Transparent-1" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "true" }
Stencil
{
Ref [KWS_StencilMaskValue]
ReadMask [KWS_StencilMaskValue]
Comp Greater
Pass keep
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Back
HLSLPROGRAM
#pragma multi_compile _ KWS_USE_LOCAL_WATER_ZONES
#pragma multi_compile _ KWS_DYNAMIC_WAVES_VISIBLE_ZONES_1 KWS_DYNAMIC_WAVES_VISIBLE_ZONES_2 KWS_DYNAMIC_WAVES_VISIBLE_ZONES_4 KWS_DYNAMIC_WAVES_VISIBLE_ZONES_8
#pragma multi_compile _ KWS_DYNAMIC_WAVES_USE_COLOR
#pragma multi_compile _ KWS_DYNAMIC_WAVES_USE_MOVABLE_ZONE
#pragma multi_compile_fragment _ KWS_REFLECT_SUN
#pragma multi_compile_fragment _ KWS_USE_VOLUMETRIC_LIGHT
#pragma multi_compile_fragment _ KWS_SSR_REFLECTION
#pragma multi_compile_fragment _ KWS_USE_PLANAR_REFLECTION
#pragma multi_compile_fragment _ KWS_USE_REFRACTION_IOR
#pragma multi_compile_fragment _ KWS_USE_REFRACTION_DISPERSION
#define KWS_USE_WATER_INSTANCING
#include "../PlatformSpecific/Includes/KWS_VertFragIncludes.cginc"
#pragma vertex vertWater
#pragma fragment fragWater
#pragma target 4.6
#pragma editor_sync_compilation
ENDHLSL
}
}
}