Shader "FX/Water GrabPass" { Properties { _TintColor ("Tint Color", Vector) = (0.5,0.5,0.5,0.5) _MainTex ("Base Texture", 2D) = "white" {} _HeightTex ("Bump Texture", 2D) = "bump" {} _FoamTex ("Foam Texture", 2D) = "white" {} _CubeTex ("_CubeTex", Cube) = "white" {} _Refractivity ("_Refractivity", Range(0.1, 100)) = 1 _Ambient ("_Ambient", Range(0, 1)) = 0.8 _Shininess ("_Shininess", Range(0.1, 60)) = 1 _SpecColor ("Spec Color", Vector) = (0.5,0.5,0.5,0.5) _Displacement ("_Displacement", Range(0, 2)) = 1 _DisplacementTiling ("_DisplacementTiling", Range(0.1, 4)) = 1 _InvFade ("_InvFade", Range(0.05, 5)) = 1 _InvFadeFoam ("_InvFadeFoam", Range(0.05, 5)) = 1 _FresnelPower ("_FresnelPower", Range(0.1, 10)) = 2 _ColorTextureOverlay ("_ColorTextureOverlay", Range(0, 1)) = 0.75 _WorldLightDir ("_WorldLightDir", Vector) = (0,0,0,1) _Speed ("_Speed", Range(0, 10)) = 0.8 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } }