Shader "FX/Water (Basic)" { Properties { _horizonColor ("Horizon color", Vector) = (0.172,0.463,0.435,0) _WaveScale ("Wave scale", Range(0.02, 0.15)) = 0.07 [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" {} WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) } //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 } } }