Files
UltimateFishing/Assets/Shader/Relief Pack - Bonus Shaders_Water_ FlowMap.shader
2026-02-21 16:45:37 +08:00

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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<float4> _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"
}