111 lines
4.8 KiB
GLSL
111 lines
4.8 KiB
GLSL
Shader "Hidden/AQUAS/Desktop/Front/Opaque" {
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Properties {
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[Header(Wave Options)] [NoScaleOffset] _NormalTexture ("Normal Texture", 2D) = "bump" {}
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_NormalTiling ("Normal Tiling", Range(0.01, 2)) = 1
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_NormalStrength ("Normal Strength", Range(0, 2)) = 0
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_WaveSpeed ("Wave Speed", Float) = 0
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[Header(Color Options)] _MainColor ("Main Color", Vector) = (0,0.4867925,0.6792453,0)
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_DeepWaterColor ("Deep Water Color", Vector) = (0.5,0.2712264,0.2712264,0)
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_Density ("Density", Range(0, 1)) = 1
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_Fade ("Fade", Float) = 0
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[Header(Transparency Options)] _DepthTransparency ("Depth Transparency", Float) = 0
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_TransparencyFade ("Transparency Fade", Float) = 0
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_Refraction ("Refraction", Range(0, 1)) = 0.1
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[Header(Lighting Options)] _Specular ("Specular", Float) = 0
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_SpecularColor ("Specular Color", Vector) = (0,0,0,0)
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_Gloss ("Gloss", Float) = 0
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_LightWrapping ("Light Wrapping", Range(0, 2)) = 0
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[Header(Foam Options)] [NoScaleOffset] _FoamTexture ("Foam Texture", 2D) = "white" {}
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_FoamTiling ("Foam Tiling", Range(0, 2)) = 0
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_FoamVisibility ("Foam Visibility", Range(0, 1)) = 0
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_FoamBlend ("Foam Blend", Float) = 0
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_FoamColor ("Foam Color", Vector) = (0.8773585,0,0,0)
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_FoamContrast ("Foam Contrast", Range(0, 0.5)) = 0
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_FoamIntensity ("Foam Intensity", Float) = 0.21
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_FoamSpeed ("Foam Speed", Float) = 0.1
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[Header(Reflection Options)] [Toggle] _EnableRealtimeReflections ("Enable Realtime Reflections", Float) = 1
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_RealtimeReflectionIntensity ("Realtime Reflection Intensity", Range(0, 1)) = 0
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[Toggle] _EnableProbeRelfections ("Enable Probe Relfections", Float) = 0
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_ProbeReflectionIntensity ("Probe Reflection Intensity", Range(0, 1)) = 0
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_Distortion ("Distortion", Range(0, 1)) = 0
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[HideInInspector] _ReflectionTex ("Reflection Tex", 2D) = "white" {}
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[Header(Distance Options)] _MediumTilingDistance ("Medium Tiling Distance", Float) = 0
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_FarTilingDistance ("Far Tiling Distance", Float) = 0
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_DistanceFade ("Distance Fade", Float) = 0
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[Header(Shoreline Waves)] _ShorelineFrequency ("Shoreline Frequency", Float) = 0
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_ShorelineSpeed ("Shoreline Speed", Range(0, 0.2)) = 0
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_ShorelineNormalStrength ("Shoreline Normal Strength", Range(0, 1)) = 0
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_ShorelineBlend ("Shoreline Blend", Range(0, 1)) = 0
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[NoScaleOffset] _ShorelineMask ("Shoreline Mask", 2D) = "white" {}
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[HideInInspector] _RandomMask ("Random Mask", 2D) = "white" {}
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[Header(Flowmap Options)] [NoScaleOffset] _FlowMap ("FlowMap", 2D) = "white" {}
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_FlowSpeed ("Flow Speed", Float) = 20
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[Toggle] _LinearColorSpace ("Linear Color Space", Float) = 0
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[Header(Ripple Options)] _RippleStrength1 ("Ripple Strength", Range(0, 1)) = 0.5
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[HideInInspector] _RippleTex0 ("RippleTex0", 2D) = "white" {}
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[HideInInspector] _Scale0 ("Scale0", Float) = 0
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[HideInInspector] _XOffset0 ("XOffset0", Float) = 0
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[HideInInspector] _ZOffset0 ("ZOffset0", Float) = 0
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[HideInInspector] _RippleTex1 ("RippleTex1", 2D) = "white" {}
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[HideInInspector] _Scale1 ("Scale1", Float) = 0
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[HideInInspector] _XOffset1 ("XOffset1", Float) = 0
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[HideInInspector] _ZOffset1 ("ZOffset1", Float) = 0
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[HideInInspector] _RippleTex2 ("RippleTex2", 2D) = "white" {}
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[HideInInspector] _Scale2 ("Scale2", Float) = 0
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[HideInInspector] _XOffset2 ("XOffset2", Float) = 0
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[HideInInspector] _ZOffset2 ("ZOffset2", Float) = 0
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[HideInInspector] _RippleTex3 ("RippleTex3", 2D) = "white" {}
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[HideInInspector] _Scale3 ("Scale3", Float) = 0
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[HideInInspector] _XOffset3 ("XOffset3", Float) = 0
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[HideInInspector] _ZOffset3 ("ZOffset3", Float) = 0
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[Toggle] [HideInInspector] _ProjectGrid ("Project Grid", Float) = 1
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[HideInInspector] _ObjectScale ("Object Scale", Vector) = (0,0,0,0)
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[HideInInspector] _waterLevel ("waterLevel", Float) = 0
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[HideInInspector] _RangeVector ("Range Vector", Vector) = (0,0,0,0)
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[HideInInspector] _PhysicalNormalStrength ("Physical Normal Strength", Range(0, 1)) = 0
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[HideInInspector] [NoScaleOffset] _DeTex ("DeTex", 2D) = "white" {}
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[HideInInspector] [NoScaleOffset] _ColorTex ("ColorTex", 2D) = "white" {}
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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[HideInInspector] __dirty ("", Float) = 1
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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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Fallback "Diffuse"
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} |