Shader "AQUAS/Desktop/Front/Shallow" { Properties { [Header(Wave Options)] [NoScaleOffset] _NormalTexture ("Normal Texture", 2D) = "bump" {} _NormalTiling ("Normal Tiling", Range(0.01, 2)) = 1 _NormalStrength ("Normal Strength", Range(0, 2)) = 0 _WaveSpeed ("Wave Speed", Float) = 0 _Refraction ("Refraction", Range(0, 1)) = 0.1 [Header(Color Options)] _DirtColor ("Dirt Color", Vector) = (0,0,0,0) _DirtDensity ("Dirt Density", Range(0, 1)) = 0 [Header(Lighting Options)] _Specular ("Specular", Float) = 0 _SpecularColor ("Specular Color", Vector) = (0,0,0,0) _Gloss ("Gloss", Float) = 0 _LightWrapping ("Light Wrapping", Range(0, 2)) = 0 [Header(Reflection Options)] [Toggle] _EnableRealtimeReflections ("Enable Realtime Reflections", Float) = 1 _RealtimeReflectionIntensity ("Realtime Reflection Intensity", Range(0, 1)) = 0 [Toggle] _EnableProbeRelfections ("Enable Probe Relfections", Float) = 1 _ProbeReflectionIntensity ("Probe Reflection Intensity", Range(0, 1)) = 0 _Distortion ("Distortion", Range(0, 1)) = 0 [HideInInspector] _ReflectionTex ("Reflection Tex", 2D) = "white" {} [Header(Distance Options)] _MediumTilingDistance ("Medium Tiling Distance", Float) = 0 _FarTilingDistance ("Far Tiling Distance", Float) = 0 _DistanceFade ("Distance Fade", Float) = 0 [Header(Shoreline Waves)] _ShorelineFrequency ("Shoreline Frequency", Float) = 0 _ShorelineSpeed ("Shoreline Speed", Range(0, 0.2)) = 0 _ShorelineNormalStrength ("Shoreline Normal Strength", Range(0, 1)) = 0 _ShorelineBlend ("Shoreline Blend", Range(0, 1)) = 0 [NoScaleOffset] _ShorelineMask ("Shoreline Mask", 2D) = "white" {} [HideInInspector] [NoScaleOffset] _RandomMask ("Random Mask", 2D) = "white" {} [Header(Flowmap Options)] [NoScaleOffset] _FlowMap ("FlowMap", 2D) = "white" {} _FlowSpeed ("Flow Speed", Float) = 20 [Toggle] _LinearColorSpace ("Linear Color Space", Float) = 0 [Header(Ripple Options)] _RippleStrength ("Ripple Strength", Range(0, 1)) = 0.5 _RippleTex0 ("RippleTex0", 2D) = "white" {} _Scale0 ("Scale0", Float) = 0 [HideInInspector] _XOffset0 ("XOffset0", Float) = 0 [HideInInspector] _ZOffset0 ("ZOffset0", Float) = 0 [HideInInspector] _RippleTex1 ("RippleTex1", 2D) = "white" {} [HideInInspector] _Scale1 ("Scale1", Float) = 0 [HideInInspector] _XOffset1 ("XOffset1", Float) = 0 [HideInInspector] _ZOffset1 ("ZOffset1", Float) = 0 [HideInInspector] _RippleTex2 ("RippleTex2", 2D) = "white" {} [HideInInspector] _Scale2 ("Scale2", Float) = 0 [HideInInspector] _XOffset2 ("XOffset2", Float) = 0 [HideInInspector] _ZOffset2 ("ZOffset2", Float) = 0 [HideInInspector] _RippleTex3 ("RippleTex3", 2D) = "white" {} [HideInInspector] _Scale3 ("Scale3", Float) = 0 [HideInInspector] _XOffset3 ("XOffset3", Float) = 0 [HideInInspector] _ZOffset3 ("ZOffset3", Float) = 0 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] __dirty ("", Float) = 1 } //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 } } Fallback "Diffuse" }