Shader "Relief Pack - Bonus Shaders/Water/ FlowMap" { Properties { _Color ("Color", Vector) = (0.5,0.5,0.5,1) _MainTex ("Albedo (A - Smoothness)", 2D) = "white" {} _GlossMin ("Gloss Min", Range(0, 1)) = 0 _GlossMax ("Gloss Max", Range(0, 1)) = 1 _Metalness ("Metalness", Range(0, 1)) = 0 _BumpMap ("Normal Map", 2D) = "bump" {} _HeightMap ("Heightmap", 2D) = "black" {} TERRAIN_ExtrudeHeight ("Extrude Height", Range(0.001, 0.08)) = 0.02 _FlowMap ("FlowMap (RG)", 2D) = "grey" {} TERRAIN_FlowingMap ("Flowingmap (water bumps)", 2D) = "gray" {} TERRAIN_RippleMap ("Ripplemap (droplets)", 2D) = "gray" {} TERRAIN_RippleScale ("Ripple scale", Float) = 1 TERRAIN_LayerWetStrength ("Layer wetness", Range(0, 1)) = 1 TERRAIN_WaterLevelSlopeDamp ("Water level slope damp", Range(0.25, 8)) = 4 TERRAIN_WaterLevel ("Water Level", Range(0, 2)) = 0.5 TERRAIN_WaterColor ("Water Color (A - opacity)", Vector) = (1,1,1,0) TERRAIN_WaterGloss ("Water Gloss", Range(0, 1)) = 0.95 TERRAIN_WaterEdge ("Water Edge", Range(1, 4)) = 1 TERRAIN_DropletsSpeed ("Droplets speed", Float) = 15 TERRAIN_RainIntensity ("Rain intensity", Range(0, 1)) = 1 TERRAIN_WetDropletsStrength ("Rain on wet", Range(0, 1)) = 0 TERRAIN_Refraction ("Refraction", Range(0, 0.04)) = 0.02 TERRAIN_WetRefraction ("Wet refraction", Range(0, 1)) = 1 TERRAIN_WetGloss ("Wet Gloss", Range(0, 1)) = 0.1 TERRAIN_Flow ("Flow", Range(0, 1)) = 0.1 TERRAIN_FlowScale ("Flow Scale", Float) = 1 TERRAIN_FlowSpeed ("Flow Speed", Range(0, 3)) = 0.25 TERRAIN_FlowSpeedMap ("Flow Speed (map)", Range(0, 0.2)) = 0.1 } //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; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } Fallback "Diffuse" }