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