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