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