Files
UltimateFishing2020/Assets/Shader/PIDI Shaders Collection_Planar Reflections 3_Water Shaders_Advanced.shader
2026-03-04 10:03:45 +08:00

59 lines
1.8 KiB
GLSL

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"
}