Shader "PIDI Shaders Collection/Planar Reflections 3/Water Shaders/Advanced" { Properties { [Space(8)] [Header(Water Settings)] [Space(8)] _WaterClarity ("Water Clarity", Range(0, 1)) = 0.5 _WaterBottomLevel ("Water Bottom Level", Range(1, 10)) = 0 _ReflectionTint ("Reflection Tint", Vector) = (0,0.6,0.85,1) _SurfaceColor ("Surface Color", Vector) = (0,0.6,0.85,1) _WaterColors ("Water Colors Gradient", 2D) = "white" {} [Header(Waves Settings)] [Space(8)] _WavesDistortion ("Waves Distortion", Range(0.005, 0.1)) = 0.03 _WavesSpeed ("Waves Speed ( XY / ZW )", Vector) = (1,0.3,-0.5,0.15) _WavesPattern ("Waves Pattern", 2D) = "bump" {} [Header(Foam Settings)] [Space(8)] [Toggle] _StaticFoam ("Static Foam", Float) = 0 _FoamColor ("Foam Color", Vector) = (0.8,0.8,0.8,1) _FoamWidth ("Foam Width", Range(0, 1)) = 0.5 _FoamTexture ("Foam Texture", 2D) = "black" {} [Header(PBR Properties)] [Space(8)] _Glossiness ("Smoothness", Range(0, 1)) = 0.5 _SpecColor ("Specular Color", Vector) = (0.3,0.3,0.3,1) [PerRendererData] _ReflectionTex ("Reflection Tex", 2D) = "black" {} } //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 "PIDI Shaders Collection/Planar Reflections 3/Water Shaders/Mobile Water" }