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Fishing2/Assets/KriptoFX/WaterSystem2/WaterResources/Shaders/Resources/Common/KWS_WaterCustomMesh.shader
2025-11-16 22:37:55 +08:00

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Shader "Hidden/KriptoFX/KWS/WaterCustomMesh"
{
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_OCEAN_RENDERING
#pragma multi_compile _ KWS_USE_LOCAL_WATER_ZONES
#pragma shader_feature_fragment _ KWS_REFLECT_SUN
#pragma shader_feature_fragment _ KWS_USE_VOLUMETRIC_LIGHT
#pragma shader_feature_fragment _ KWS_SSR_REFLECTION
#pragma shader_feature_fragment _ KWS_USE_PLANAR_REFLECTION
#pragma shader_feature_fragment _ KWS_USE_REFRACTION_IOR
#pragma shader_feature_fragment _ KWS_USE_REFRACTION_DISPERSION
#pragma shader_feature_fragment _ KWS_USE_CAUSTIC
#define KWS_USE_CUSTOM_MESH
#include "../PlatformSpecific/Includes/KWS_VertFragIncludes.cginc"
#pragma vertex vertWater
#pragma fragment fragWater
#pragma target 4.6
#pragma editor_sync_compilation
ENDHLSL
}
}
}