Shader "UltimateWater/Dynamic/Simulation" { Properties { MatrixT2 ("Matrix t-2", 2D) = "black" {} MatrixT1 ("Matrix t-1", 2D) = "black" {} DepthT1 ("Depth t-1", 2D) = "black" {} Depth ("Depth", 2D) = "black" {} StaticDepth ("Static Depth", 2D) = "black" {} Propagation ("Propagation", Float) = 1 Damping ("Damping", Float) = 1 Gain ("Gain", Float) = 0.05 HeightOffset ("Height offset", Float) = 2 HeightGain ("Height gain", Float) = 2 } //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 } } }