Files
Fishing2/Assets/ThirdParty/LuxWater/Shaders/Projectors/LuxWater_FoamProjector.shader
2025-05-10 12:49:47 +08:00

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Shader "Lux Water/Projectors/Foam Projector" {
Properties {
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Culling", Float) = 0
[Header(Blending)]
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc (" SrcFactor", Float) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst (" DstFactor", Float) = 1
[Space(5)]
_Opacity("Opacity", Range(0,1)) = 1
_MainTex ("Mask (R)", 2D) = "white" {}
[Space(5)]
[KeywordEnum(Simple, Foam)] _Overlay ("Overlay mode", Float) = 0
}
Category {
Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
ZTest [_ZTest]
ZWrite Off
Cull [_Culling]
Blend [_BlendSrc] [_BlendDst]
ColorMask RGB
Lighting Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Because of Instancing
#pragma target 3.5
#pragma multi_compile _OVERLAY_SIMPLE _OVERLAY_FOAM
#pragma multi_compile_instancing
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Opacity;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed col = i.color.a * tex2D(_MainTex, i.texcoord).r * _Opacity;
#if defined(_OVERLAY_FOAM)
return fixed4(col.r, 0, 0, col.r );
#else
return fixed4(0, col.r, 0, col.r );
#endif
}
ENDCG
}
}
}
}