Shader "GISTech/GISTerrainLoaderWaterShader" { Properties { [HideInInspector] _TerrainScale ("Terrain Scale", Float) = 1 [NoScaleOffset] _WaterTexture ("Water Texture", 2D) = "white" {} [NoScaleOffset] _Noise ("Water Noise", 2D) = "white" {} [NoScaleOffset] _WaveNormal ("Wave Normal", 2D) = "bump" {} _WaterColor ("Water Color", Vector) = (1,1,1,1) _FakeUnderwaterColor ("Under Water Color", Vector) = (0.196,0.262,0.196,1) _Ambient ("Ambient", Vector) = (0,0,0,0) _FresnelCol ("Fresnel Col", Vector) = (0,0,0,0) _SurfaceColor ("SurfaceColor", Vector) = (1,1,1,1) _WaterLod1Alpha ("Water Transparency", Range(0, 1)) = 0.95 _SpecularSmoothness ("Specular Smoothness", Float) = 0 _WaveNormalScale ("Wave Normal Scale", Float) = 1 _WaveStrength ("Wave Strength", Range(0, 1)) = 1 _WaveSpeed ("Wave Speed", Float) = 1 _FresnelWeight ("Fresnel Weight", Float) = 0 _FresnelPower ("Fresnel Power", Float) = 0 [NoScaleOffset] _Bump ("Foam Bump", 2D) = "bump" {} [NoScaleOffset] _Foam ("Foam Texture", 2D) = "white" {} [NoScaleOffset] _FoamGradient ("Foam gradient ", 2D) = "white" {} [HideInInspector] _SunColor ("SunColor", Vector) = (1,1,0.901,1) _Specularity ("Specularity", Range(0.01, 8)) = 0.3 _SpecPower ("Specularity Power", Range(0, 1)) = 1 _FoamFactor ("Foam Factor", Range(0, 3)) = 1.8 _Size ("Foam Speed", Range(0, 30)) = 0.015625 _FoamSize ("Foam UVSize", Float) = 2 [HideInInspector] _SunDir ("SunDir", Vector) = (0.3,-0.6,-1,0) _ShoreDistance ("Shore Distance", Range(0, 20)) = 4 _ShoreStrength ("Shore Strength", Range(1, 4)) = 1.5 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } Fallback "VertexLit" }