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