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m_RotationOrder: 4 @@ -461,18 +526,24 @@ MonoBehaviour: distributionScaleCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 0.3 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -495,18 +566,24 @@ MonoBehaviour: radiusCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: -1 outSlope: -1 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 0 inSlope: -1 outSlope: -1 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -516,18 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weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -564,18 +654,24 @@ MonoBehaviour: noiseCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -594,18 +690,24 @@ MonoBehaviour: frondCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -621,18 +723,24 @@ MonoBehaviour: distributionCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -642,18 +750,24 @@ MonoBehaviour: distributionPitchCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -661,18 +775,24 @@ MonoBehaviour: distributionScaleCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 0.3 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -687,7 +807,7 @@ MonoBehaviour: childGroupIDs: 120000000c0e0000 lodQualityMultiplier: 1 geometryMode: 0 - materialBranch: {fileID: 2100000, guid: 12cf4252f3ee80543a4f899f05035d6a, type: 2} + materialBranch: {fileID: 0} materialBreak: {fileID: 0} materialFrond: {fileID: 0} height: {x: 6.8148937, y: 10.753193} @@ -695,18 +815,24 @@ MonoBehaviour: radiusCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 0.97126436 inSlope: -1.7086054 outSlope: -1.7086054 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 0 inSlope: -1 outSlope: -1 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -716,18 +842,24 @@ MonoBehaviour: crinkCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -735,18 +867,24 @@ MonoBehaviour: seekCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -754,18 +892,24 @@ MonoBehaviour: noiseCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -784,18 +928,24 @@ MonoBehaviour: frondCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -811,18 +961,24 @@ MonoBehaviour: distributionCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 0.99425286 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 0.98636365 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -832,18 +988,24 @@ MonoBehaviour: distributionPitchCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -851,18 +1013,24 @@ MonoBehaviour: distributionScaleCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 0.3 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -877,7 +1045,7 @@ MonoBehaviour: childGroupIDs: 3f000000 lodQualityMultiplier: 1 geometryMode: 0 - materialBranch: {fileID: 2100000, guid: 12cf4252f3ee80543a4f899f05035d6a, type: 2} + materialBranch: {fileID: 0} materialBreak: {fileID: 0} materialFrond: {fileID: 0} height: {x: 10, y: 10} @@ -885,18 +1053,24 @@ MonoBehaviour: radiusCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: -1 outSlope: -1 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 0 inSlope: -1 outSlope: -1 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -906,18 +1080,24 @@ MonoBehaviour: crinkCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -925,18 +1105,24 @@ MonoBehaviour: seekCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -944,18 +1130,24 @@ MonoBehaviour: noiseCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -974,18 +1166,24 @@ MonoBehaviour: frondCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -1002,18 +1200,24 @@ MonoBehaviour: distributionCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -1023,18 +1227,24 @@ MonoBehaviour: distributionPitchCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -1042,18 +1252,24 @@ MonoBehaviour: distributionScaleCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 34 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 34 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -1067,7 +1283,7 @@ MonoBehaviour: parentGroupID: 18 childGroupIDs: geometryMode: 0 - materialLeaf: {fileID: 2100000, guid: 670c598d1a5719141af79cc765f5c211, type: 2} + materialLeaf: {fileID: 0} instanceMesh: {fileID: 0} size: {x: 1.02159, y: 1.1857877} perpendicularAlign: 1 @@ -1081,18 +1297,24 @@ MonoBehaviour: distributionCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 0.02873563 inSlope: 0.97126436 outSlope: 0.97126436 tangentMode: 34 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0.97126436 outSlope: 0.97126436 tangentMode: 34 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -1102,18 +1324,24 @@ MonoBehaviour: distributionPitchCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -1121,18 +1349,24 @@ MonoBehaviour: distributionScaleCurve: serializedVersion: 2 m_Curve: - - serializedVersion: 2 + - serializedVersion: 3 time: 0 value: 1 inSlope: 0 outSlope: 0 tangentMode: 0 - - serializedVersion: 2 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 time: 1 value: 0.3 inSlope: 0 outSlope: 0 tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -1146,7 +1380,7 @@ MonoBehaviour: parentGroupID: 5 childGroupIDs: geometryMode: 0 - materialLeaf: {fileID: 2100000, guid: e79128c9f4ac04749991ec425c1fcdfd, type: 2} + materialLeaf: {fileID: 0} instanceMesh: {fileID: 0} size: {x: 1.077117, y: 1.1826725} perpendicularAlign: 0.9299996 @@ -18251,31 +18485,3 @@ MonoBehaviour: optimizedSolidMaterial: {fileID: 2100000} optimizedCutoutMaterial: {fileID: 2100002} isInPreviewMode: 0 ---- !u!1002 &11400001 -EditorExtensionImpl: - serializedVersion: 6 ---- !u!193 &19300000 -Tree: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 100100000} - m_GameObject: {fileID: 100000} - m_SpeedTreeWindAsset: {fileID: 0} - m_TreeData: {fileID: 11400000} ---- !u!1002 &19300001 -EditorExtensionImpl: - serializedVersion: 6 ---- !u!1001 &100100000 -Prefab: - m_ObjectHideFlags: 1 - serializedVersion: 2 - m_Modification: - m_TransformParent: {fileID: 0} - m_Modifications: [] - m_RemovedComponents: [] - m_ParentPrefab: {fileID: 0} - m_RootGameObject: {fileID: 100000} - m_IsPrefabParent: 1 ---- !u!1002 &100100001 -EditorExtensionImpl: - serializedVersion: 6 diff --git a/Assets/Nature/Models_trees/Tree2.prefab.meta b/Assets/Nature/Models_trees/Tree2.prefab.meta index 7b8120d..1660d94 100644 --- a/Assets/Nature/Models_trees/Tree2.prefab.meta +++ b/Assets/Nature/Models_trees/Tree2.prefab.meta @@ -1,7 +1,4 @@ fileFormatVersion: 2 guid: b2f4adad2b43ef24b9dadde152b742b5 NativeFormatImporter: - mainObjectFileID: -1 userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Nature/Models_trees/Tree2_Textures/diffuse.png.meta b/Assets/Nature/Models_trees/Tree2_Textures/diffuse.png.meta index b7ce706..4281b8a 100644 --- a/Assets/Nature/Models_trees/Tree2_Textures/diffuse.png.meta +++ b/Assets/Nature/Models_trees/Tree2_Textures/diffuse.png.meta @@ -1,13 +1,12 @@ fileFormatVersion: 2 guid: d7a6cc77e3f3e6340b3b7ed9c1ffd386 TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 + serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 - sRGBTexture: 1 linearTexture: 0 + correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 1 @@ -15,12 +14,11 @@ TextureImporter: bumpmap: convertToNormalMap: 0 externalNormalMap: 0 - heightScale: 0.25 + heightScale: .25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 + generateCubemap: 0 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 1024 @@ -36,31 +34,12 @@ TextureImporter: spriteExtrude: 1 spriteMeshType: 1 alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePivot: {x: .5, y: .5} spritePixelsToUnits: 100 - alphaUsage: 1 alphaIsTransparency: 0 - spriteTessellationDetail: -1 - textureType: 0 - textureShape: 1 - maxTextureSizeSet: 0 - compressionQualitySet: 0 - textureFormatSet: 0 - platformSettings: - - buildTarget: DefaultTexturePlatform - maxTextureSize: 1024 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 + textureType: -1 + buildTargetSettings: [] spriteSheet: - serializedVersion: 2 sprites: [] - outline: [] spritePackingTag: userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Nature/Models_trees/Tree2_Textures/normal_specular.png.meta b/Assets/Nature/Models_trees/Tree2_Textures/normal_specular.png.meta index abbab5f..c5b0a3f 100644 --- a/Assets/Nature/Models_trees/Tree2_Textures/normal_specular.png.meta +++ b/Assets/Nature/Models_trees/Tree2_Textures/normal_specular.png.meta @@ -1,13 +1,12 @@ fileFormatVersion: 2 guid: b6e5141b58cfccc48ae30c752aee6430 TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 + serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 - sRGBTexture: 0 linearTexture: 1 + correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 1 @@ -15,12 +14,11 @@ TextureImporter: bumpmap: convertToNormalMap: 0 externalNormalMap: 1 - heightScale: 0.25 + heightScale: .25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 + generateCubemap: 0 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 1024 @@ -36,31 +34,12 @@ TextureImporter: spriteExtrude: 1 spriteMeshType: 1 alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePivot: {x: .5, y: .5} spritePixelsToUnits: 100 - alphaUsage: 1 alphaIsTransparency: 0 - spriteTessellationDetail: -1 textureType: 1 - textureShape: 1 - maxTextureSizeSet: 0 - compressionQualitySet: 0 - textureFormatSet: 0 - platformSettings: - - buildTarget: DefaultTexturePlatform - maxTextureSize: 1024 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 + buildTargetSettings: [] spriteSheet: - serializedVersion: 2 sprites: [] - outline: [] spritePackingTag: userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Nature/Models_trees/Tree2_Textures/shadow.png.meta b/Assets/Nature/Models_trees/Tree2_Textures/shadow.png.meta index b86678a..61876a9 100644 --- a/Assets/Nature/Models_trees/Tree2_Textures/shadow.png.meta +++ b/Assets/Nature/Models_trees/Tree2_Textures/shadow.png.meta @@ -1,13 +1,12 @@ fileFormatVersion: 2 guid: 24a6aa4884de9ab40bea69cdd65236bb TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 + serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 - sRGBTexture: 1 linearTexture: 0 + correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 1 @@ -15,12 +14,11 @@ TextureImporter: bumpmap: convertToNormalMap: 0 externalNormalMap: 0 - heightScale: 0.25 + heightScale: .25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 + generateCubemap: 0 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 128 @@ -36,31 +34,12 @@ TextureImporter: spriteExtrude: 1 spriteMeshType: 1 alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePivot: {x: .5, y: .5} spritePixelsToUnits: 100 - alphaUsage: 1 alphaIsTransparency: 0 - 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+1,8 @@ +fileFormatVersion: 2 +guid: 635282634614c90428368efdb41680b2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Water/Shader/2SidedDoubleTextured.shader b/Assets/Water/Shader/2SidedDoubleTextured.shader new file mode 100644 index 0000000..c17e0e5 --- /dev/null +++ b/Assets/Water/Shader/2SidedDoubleTextured.shader @@ -0,0 +1,520 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "AQUAS/Desktop and Web/Double-Sided/Double-Textured" { + Properties { + [NoScaleOffset]_SmallWavesTexture ("Small Waves Texture", 2D) = "white" {} + [NoScaleOffset]_LargeWavesTexture ("Large Waves Texture", 2D) = "white" {} + _SmallWavesTiling ("Small Waves Tiling", Float ) = 0.5 + _LargeWavesTiling ("Large Waves Tiling", Float ) = 0.2 + _OffsetSmallBigSmall ("Offset (Small/Big+Small)", Range(0, 1)) = 1 + _OffsetSmallBigSmallBig ("Offset (Small/Big+Small/Big)", Range(0, 1)) = 0 + _MainColor ("Main Color", Color) = (0,0.4627451,1,1) + _DeepWaterColor ("Deep Water Color", Color) = (0,0.3411765,0.6235294,1) + _Fade ("Fade", Float ) = 1.45 + _Density ("Density", Range(0, 10)) = 1.74 + _DepthTransparency ("Depth Transparency", Float ) = 1.5 + _ShoreFade ("Shore Fade", Float ) = 0.3 + _ShoreTransparency ("Shore Transparency", Float ) = 0.04 + [HideInInspector]_ReflectionTex ("Reflection Tex", 2D) = "white" {} + [MaterialToggle] _EnableReflections ("Enable Reflections", Float ) = 0.6 + _ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 0.6 + _Distortion ("Distortion", Range(0, 2)) = 0.3 + _Specular ("Specular", Float ) = 1 + _SpecularColor ("Specular Color", Color) = (0.75,0.7665441,0.7665441,1) + _Gloss ("Gloss", Float ) = 0.7 + _LightWrapping ("Light Wrapping", Float ) = 1 + _Refraction ("Refraction", Range(0, 1)) = 0.67 + _SmallWavesSpeed ("Small Waves Speed", Float ) = 20 + _LargeWavesSpeed ("Large Waves Speed", Float ) = 40 + [NoScaleOffset]_FoamTexture ("Foam Texture", 2D) = "white" {} + _FoamTiling ("Foam Tiling", Float ) = 3 + _FoamBlend ("Foam Blend", Float ) = 0.15 + _FoamVisibility ("Foam Visibility", Range(0, 1)) = 0.3 + _FoamIntensity ("Foam Intensity", Float ) = 10 + _FoamContrast ("Foam Contrast", Range(0, 0.5)) = 0.25 + _FoamColor ("Foam Color", Color) = (0.3602941,0.3602941,0.3602941,1) + _FoamSpeed ("Foam Speed", Float ) = 120 + _FoamDistFade ("Foam Dist. Fade", Float ) = 14.7 + _FoamDistFalloff ("Foam Dist. Falloff", Float ) = 4.7 + [MaterialToggle] _UnderwaterMode ("Underwater Mode", Float ) = 0 + [MaterialToggle] _EnableCustomFog ("Enable Custom Fog", Float ) = 1.393589 + _FogDistance ("Fog Distance", Float ) = 1000 + _FogFade ("Fog Fade", Float ) = 1 + _FogColor ("Fog Color", Color) = (1,1,1,1) + _LongTilingDistance ("Long Tiling Distance", Float ) = 200 + _DistanceTilingFade ("Distance Tiling Fade", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + GrabPass{ "Refraction" } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + uniform float4 _LightColor0; + uniform sampler2D Refraction; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform float _Fade; + uniform float4 _MainColor; + uniform float _Density; + uniform float4 _DeepWaterColor; + uniform float _ReflectionIntensity; + uniform fixed _EnableReflections; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _FoamBlend; + uniform float _FoamIntensity; + uniform float4 _FoamColor; + uniform float _FoamVisibility; + uniform float _FoamContrast; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamTiling; + uniform float _FoamSpeed; + uniform float _Specular; + uniform float _Gloss; + uniform float _Refraction; + uniform sampler2D _SmallWavesTexture; uniform float4 _SmallWavesTexture_ST; + uniform float _LightWrapping; + uniform float _SmallWavesTiling; + uniform float _SmallWavesSpeed; + uniform sampler2D _LargeWavesTexture; uniform float4 _LargeWavesTexture_ST; + uniform float _LargeWavesSpeed; + uniform float _LargeWavesTiling; + uniform float _OffsetSmallBigSmallBig; + uniform float _OffsetSmallBigSmall; + uniform float _FoamDistFade; + uniform float _FoamDistFalloff; + uniform float _DepthTransparency; + uniform float4 _SpecularColor; + uniform fixed _UnderwaterMode; + uniform float _ShoreFade; + uniform float _ShoreTransparency; + uniform float _Distortion; + uniform fixed _EnableCustomFog; + uniform float _FogDistance; + uniform float _FogFade; + uniform float4 _FogColor; + uniform float _LongTilingDistance; + uniform float _DistanceTilingFade; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + UNITY_FOG_COORDS(7) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.screenPos = o.pos; + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + #if UNITY_UV_STARTS_AT_TOP + float grabSign = -_ProjectionParams.x; + #else + float grabSign = _ProjectionParams.x; + #endif + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float _rotator2_ang = 1.5708; + float _rotator2_spd = 1.0; + float _rotator2_cos = cos(_rotator2_spd*_rotator2_ang); + float _rotator2_sin = sin(_rotator2_spd*_rotator2_ang); + float2 _rotator2_piv = float2(0.5,0.5); + float2 _rotator2 = (mul(i.uv0-_rotator2_piv,float2x2( _rotator2_cos, -_rotator2_sin, _rotator2_sin, _rotator2_cos))+_rotator2_piv); + float _value1 = 1000.0; + float2 _division2 = ((objScale.rb*_SmallWavesTiling)/_value1); + float4 _timer2 = _Time + _TimeEditor; + float3 _multiplier5 = (float3((_SmallWavesSpeed/_division2),0.0)*(_timer2.r/100.0)); + float2 node_1797 = (_rotator2+_multiplier5); + float2 _multiplier6 = (node_1797*_division2); + float4 _texture3 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier6, _SmallWavesTexture)); + float2 node_4985 = (i.uv0+_multiplier5); + float2 _multiplier7 = (node_4985*_division2); + float4 _texture4 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier7, _SmallWavesTexture)); + float node_2111 = 20.0; + float2 node_6643 = (_division2/node_2111); + float2 node_2096 = (node_1797*node_6643); + float4 node_3923 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(node_2096, _SmallWavesTexture)); + float2 node_4891 = (node_4985*node_6643); + float4 node_1775 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(node_4891, _SmallWavesTexture)); + float node_6936 = saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_LongTilingDistance),_DistanceTilingFade)); + float3 node_4872 = lerp((_texture3.rgb-_texture4.rgb),(node_3923.rgb-node_1775.rgb),node_6936); + float node_4995 = lerp(_Refraction,(_Refraction/4.0),node_6936); + float _multiplier1 = (pow(saturate((sceneZ-partZ)/_DepthTransparency),_ShoreFade)*saturate((sceneZ-partZ)/_ShoreTransparency)); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + ((node_4872.rg*(node_4995*0.2))*_multiplier1); + float4 sceneColor = tex2D(Refraction, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float2 _division1 = ((objScale.rb*_LargeWavesTiling)/_value1); + float4 _timer1 = _Time + _TimeEditor; + float3 _multiplier4 = (float3((_LargeWavesSpeed/_division1),0.0)*(_timer1.r/100.0)); + float3 node_3119 = (float3(i.uv0,0.0)+_multiplier4); + float3 _texture2 = (node_3119*float3(_division1,0.0)); + float4 _multiplier2 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(_texture2, _LargeWavesTexture)); + float _rotator1_ang = 1.5708; + float _rotator1_spd = 1.0; + float _rotator1_cos = cos(_rotator1_spd*_rotator1_ang); + float _rotator1_sin = sin(_rotator1_spd*_rotator1_ang); + float2 _rotator1_piv = float2(0.5,0.5); + float2 _rotator1 = (mul(i.uv0-_rotator1_piv,float2x2( _rotator1_cos, -_rotator1_sin, _rotator1_sin, _rotator1_cos))+_rotator1_piv); + float3 node_9762 = (float3(_rotator1,0.0)+_multiplier4); + float3 _texture1 = (node_9762*float3(_division1,0.0)); + float4 _multiplier3 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(_texture1, _LargeWavesTexture)); + float2 node_2708 = (_division1/node_2111); + float3 node_9082 = (node_9762*float3(node_2708,0.0)); + float4 node_317 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(node_9082, _LargeWavesTexture)); + float3 node_8519 = (node_3119*float3(node_2708,0.0)); + float4 node_9838 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(node_8519, _LargeWavesTexture)); + float3 node_4894 = lerp((_multiplier2.rgb-_multiplier3.rgb),(node_317.rgb-node_9838.rgb),node_6936); + float3 _lerp1 = lerp(lerp(node_4872,(node_4872+node_4894),_OffsetSmallBigSmall),node_4894,_OffsetSmallBigSmallBig); + float3 normalLocal = lerp(float3(0,0,1),_lerp1,node_4995); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = 1; + float3 attenColor = attenuation * _LightColor0.xyz; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float3 specularColor = (_Specular*_SpecularColor.rgb); + float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 specular = directSpecular; +/////// Diffuse: + NdotL = dot( normalDirection, lightDirection ); + float3 w = float3(_LightWrapping,_LightWrapping,_LightWrapping)*0.5; // Light wrapping + float3 NdotLWrap = NdotL * ( 1.0 - w ); + float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = forwardLight * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light + float3 _vector31 = float3(0,0,0); + float _value2 = 1.0; + float3 _blend1 = saturate((_DeepWaterColor.rgb+(sceneColor.rgb*pow(saturate((_value2 + ( ((sceneZ-partZ) - _vector31) * (0.5 - _value2) ) / (((_MainColor.rgb*(10.0/_Density))+0.0) - _vector31))),_Fade)))); + float2 _mask1 = _lerp1.rg; + float2 _remap = ((i.screenPos.rg+(float2(_mask1.r,_mask1.g)*_Distortion))*0.5+0.5); + float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(_remap, _ReflectionTex)); + float _rotator3_ang = 1.5708; + float _rotator3_spd = 1.0; + float _rotator3_cos = cos(_rotator3_spd*_rotator3_ang); + float _rotator3_sin = sin(_rotator3_spd*_rotator3_ang); + float2 _rotator3_piv = float2(0.5,0.5); + float2 _rotator3 = (mul(i.uv0-_rotator3_piv,float2x2( _rotator3_cos, -_rotator3_sin, _rotator3_sin, _rotator3_cos))+_rotator3_piv); + float2 _mask2 = objScale.rb; + float _value4 = 1000.0; + float2 _division3 = ((_mask2*_FoamTiling)/_value4); + float4 _timer3 = _Time + _TimeEditor; + float3 _multiplier12 = (float3((_FoamSpeed/_division3),0.0)*(_timer3.r/100.0)); + float2 _add2 = (_rotator3+_multiplier12); + float2 _multiplier8 = (_add2*_division3); + float4 _texture5 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier8, _FoamTexture)); + float2 _add1 = (i.uv0+_multiplier12); + float2 _multiplier9 = (_add1*_division3); + float4 _texture6 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier9, _FoamTexture)); + float2 _division4 = ((_mask2*(_FoamTiling/3.0))/_value4); + float2 _multiplier10 = (_add2*_division4); + float4 _texture7 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier10, _FoamTexture)); + float2 _multiplier11 = (_add1*_division4); + float4 _texture8 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier11, _FoamTexture)); + float _value3 = 0.0; + float3 _multiplier13 = ((saturate((sceneZ-partZ)/_FoamBlend)*-1.0+1.0)*(((_value3 + ( (dot(lerp((_texture5.rgb-_texture6.rgb),(_texture7.rgb-_texture8.rgb),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FoamDistFade),_FoamDistFalloff))),float3(0.3,0.59,0.11)) - _FoamContrast) * (1.0 - _value3) ) / ((1.0 - _FoamContrast) - _FoamContrast))*_FoamColor.rgb)*(_FoamIntensity*(-1.0)))); + float3 _lerp2 = lerp(lerp( _blend1, lerp(_ReflectionTex_var.rgb,_blend1,(1.0 - _ReflectionIntensity)), _EnableReflections ),(_multiplier13*_multiplier13),_FoamVisibility); + float3 diffuseColor = lerp( _lerp2, lerp(_lerp2,_FogColor.rgb,saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FogDistance),_FogFade))), _EnableCustomFog ); + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,lerp( _multiplier1, 0.2, _UnderwaterMode )),1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #pragma multi_compile_fwdadd + #pragma multi_compile_fog + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + uniform float4 _LightColor0; + uniform sampler2D Refraction; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform float _Fade; + uniform float4 _MainColor; + uniform float _Density; + uniform float4 _DeepWaterColor; + uniform float _ReflectionIntensity; + uniform fixed _EnableReflections; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _FoamBlend; + uniform float _FoamIntensity; + uniform float4 _FoamColor; + uniform float _FoamVisibility; + uniform float _FoamContrast; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamTiling; + uniform float _FoamSpeed; + uniform float _Specular; + uniform float _Gloss; + uniform float _Refraction; + uniform sampler2D _SmallWavesTexture; uniform float4 _SmallWavesTexture_ST; + uniform float _LightWrapping; + uniform float _SmallWavesTiling; + uniform float _SmallWavesSpeed; + uniform sampler2D _LargeWavesTexture; uniform float4 _LargeWavesTexture_ST; + uniform float _LargeWavesSpeed; + uniform float _LargeWavesTiling; + uniform float _OffsetSmallBigSmallBig; + uniform float _OffsetSmallBigSmall; + uniform float _FoamDistFade; + uniform float _FoamDistFalloff; + uniform float _DepthTransparency; + uniform float4 _SpecularColor; + uniform fixed _UnderwaterMode; + uniform float _ShoreFade; + uniform float _ShoreTransparency; + uniform float _Distortion; + uniform fixed _EnableCustomFog; + uniform float _FogDistance; + uniform float _FogFade; + uniform float4 _FogColor; + uniform float _LongTilingDistance; + uniform float _DistanceTilingFade; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.screenPos = o.pos; + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + #if UNITY_UV_STARTS_AT_TOP + float grabSign = -_ProjectionParams.x; + #else + float grabSign = _ProjectionParams.x; + #endif + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float _rotator2_ang = 1.5708; + float _rotator2_spd = 1.0; + float _rotator2_cos = cos(_rotator2_spd*_rotator2_ang); + float _rotator2_sin = sin(_rotator2_spd*_rotator2_ang); + float2 _rotator2_piv = float2(0.5,0.5); + float2 _rotator2 = (mul(i.uv0-_rotator2_piv,float2x2( _rotator2_cos, -_rotator2_sin, _rotator2_sin, _rotator2_cos))+_rotator2_piv); + float _value1 = 1000.0; + float2 _division2 = ((objScale.rb*_SmallWavesTiling)/_value1); + float4 _timer2 = _Time + _TimeEditor; + float3 _multiplier5 = (float3((_SmallWavesSpeed/_division2),0.0)*(_timer2.r/100.0)); + float2 node_1797 = (_rotator2+_multiplier5); + float2 _multiplier6 = (node_1797*_division2); + float4 _texture3 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier6, _SmallWavesTexture)); + float2 node_4985 = (i.uv0+_multiplier5); + float2 _multiplier7 = (node_4985*_division2); + float4 _texture4 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier7, _SmallWavesTexture)); + float node_2111 = 20.0; + float2 node_6643 = (_division2/node_2111); + float2 node_2096 = (node_1797*node_6643); + float4 node_3923 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(node_2096, _SmallWavesTexture)); + float2 node_4891 = (node_4985*node_6643); + float4 node_1775 = tex2D(_SmallWavesTexture,TRANSFORM_TEX(node_4891, _SmallWavesTexture)); + float node_6936 = saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_LongTilingDistance),_DistanceTilingFade)); + float3 node_4872 = lerp((_texture3.rgb-_texture4.rgb),(node_3923.rgb-node_1775.rgb),node_6936); + float node_4995 = lerp(_Refraction,(_Refraction/4.0),node_6936); + float _multiplier1 = (pow(saturate((sceneZ-partZ)/_DepthTransparency),_ShoreFade)*saturate((sceneZ-partZ)/_ShoreTransparency)); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + ((node_4872.rg*(node_4995*0.2))*_multiplier1); + float4 sceneColor = tex2D(Refraction, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float2 _division1 = ((objScale.rb*_LargeWavesTiling)/_value1); + float4 _timer1 = _Time + _TimeEditor; + float3 _multiplier4 = (float3((_LargeWavesSpeed/_division1),0.0)*(_timer1.r/100.0)); + float3 node_3119 = (float3(i.uv0,0.0)+_multiplier4); + float3 _texture2 = (node_3119*float3(_division1,0.0)); + float4 _multiplier2 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(_texture2, _LargeWavesTexture)); + float _rotator1_ang = 1.5708; + float _rotator1_spd = 1.0; + float _rotator1_cos = cos(_rotator1_spd*_rotator1_ang); + float _rotator1_sin = sin(_rotator1_spd*_rotator1_ang); + float2 _rotator1_piv = float2(0.5,0.5); + float2 _rotator1 = (mul(i.uv0-_rotator1_piv,float2x2( _rotator1_cos, -_rotator1_sin, _rotator1_sin, _rotator1_cos))+_rotator1_piv); + float3 node_9762 = (float3(_rotator1,0.0)+_multiplier4); + float3 _texture1 = (node_9762*float3(_division1,0.0)); + float4 _multiplier3 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(_texture1, _LargeWavesTexture)); + float2 node_2708 = (_division1/node_2111); + float3 node_9082 = (node_9762*float3(node_2708,0.0)); + float4 node_317 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(node_9082, _LargeWavesTexture)); + float3 node_8519 = (node_3119*float3(node_2708,0.0)); + float4 node_9838 = tex2D(_LargeWavesTexture,TRANSFORM_TEX(node_8519, _LargeWavesTexture)); + float3 node_4894 = lerp((_multiplier2.rgb-_multiplier3.rgb),(node_317.rgb-node_9838.rgb),node_6936); + float3 _lerp1 = lerp(lerp(node_4872,(node_4872+node_4894),_OffsetSmallBigSmall),node_4894,_OffsetSmallBigSmallBig); + float3 normalLocal = lerp(float3(0,0,1),_lerp1,node_4995); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float3 specularColor = (_Specular*_SpecularColor.rgb); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 specular = directSpecular; +/////// Diffuse: + NdotL = dot( normalDirection, lightDirection ); + float3 w = float3(_LightWrapping,_LightWrapping,_LightWrapping)*0.5; // Light wrapping + float3 NdotLWrap = NdotL * ( 1.0 - w ); + float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = forwardLight * attenColor; + float3 _vector31 = float3(0,0,0); + float _value2 = 1.0; + float3 _blend1 = saturate((_DeepWaterColor.rgb+(sceneColor.rgb*pow(saturate((_value2 + ( ((sceneZ-partZ) - _vector31) * (0.5 - _value2) ) / (((_MainColor.rgb*(10.0/_Density))+0.0) - _vector31))),_Fade)))); + float2 _mask1 = _lerp1.rg; + float2 _remap = ((i.screenPos.rg+(float2(_mask1.r,_mask1.g)*_Distortion))*0.5+0.5); + float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(_remap, _ReflectionTex)); + float _rotator3_ang = 1.5708; + float _rotator3_spd = 1.0; + float _rotator3_cos = cos(_rotator3_spd*_rotator3_ang); + float _rotator3_sin = sin(_rotator3_spd*_rotator3_ang); + float2 _rotator3_piv = float2(0.5,0.5); + float2 _rotator3 = (mul(i.uv0-_rotator3_piv,float2x2( _rotator3_cos, -_rotator3_sin, _rotator3_sin, _rotator3_cos))+_rotator3_piv); + float2 _mask2 = objScale.rb; + float _value4 = 1000.0; + float2 _division3 = ((_mask2*_FoamTiling)/_value4); + float4 _timer3 = _Time + _TimeEditor; + float3 _multiplier12 = (float3((_FoamSpeed/_division3),0.0)*(_timer3.r/100.0)); + float2 _add2 = (_rotator3+_multiplier12); + float2 _multiplier8 = (_add2*_division3); + float4 _texture5 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier8, _FoamTexture)); + float2 _add1 = (i.uv0+_multiplier12); + float2 _multiplier9 = (_add1*_division3); + float4 _texture6 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier9, _FoamTexture)); + float2 _division4 = ((_mask2*(_FoamTiling/3.0))/_value4); + float2 _multiplier10 = (_add2*_division4); + float4 _texture7 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier10, _FoamTexture)); + float2 _multiplier11 = (_add1*_division4); + float4 _texture8 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier11, _FoamTexture)); + float _value3 = 0.0; + float3 _multiplier13 = ((saturate((sceneZ-partZ)/_FoamBlend)*-1.0+1.0)*(((_value3 + ( (dot(lerp((_texture5.rgb-_texture6.rgb),(_texture7.rgb-_texture8.rgb),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FoamDistFade),_FoamDistFalloff))),float3(0.3,0.59,0.11)) - _FoamContrast) * (1.0 - _value3) ) / ((1.0 - _FoamContrast) - _FoamContrast))*_FoamColor.rgb)*(_FoamIntensity*(-1.0)))); + float3 _lerp2 = lerp(lerp( _blend1, lerp(_ReflectionTex_var.rgb,_blend1,(1.0 - _ReflectionIntensity)), _EnableReflections ),(_multiplier13*_multiplier13),_FoamVisibility); + float3 diffuseColor = lerp( _lerp2, lerp(_lerp2,_FogColor.rgb,saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FogDistance),_FogFade))), _EnableCustomFog ); + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * lerp( _multiplier1, 0.2, _UnderwaterMode ),0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/Assets/Water/Shader/2SidedDoubleTextured.shader.meta b/Assets/Water/Shader/2SidedDoubleTextured.shader.meta new file mode 100644 index 0000000..7e63845 --- /dev/null +++ b/Assets/Water/Shader/2SidedDoubleTextured.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 39c5946101d9f87408ea79f561a6bc14 +timeCreated: 1502939721 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Water/Shader/2SidedTripleTextured.shader b/Assets/Water/Shader/2SidedTripleTextured.shader new file mode 100644 index 0000000..23d52b8 --- /dev/null +++ b/Assets/Water/Shader/2SidedTripleTextured.shader @@ -0,0 +1,563 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "AQUAS/Desktop and Web/Double-Sided/Triple-Textured Bumpy" { + Properties { + [NoScaleOffset]_SmallWavesTexture ("Small Waves Texture", 2D) = "bump" {} + _SmallWavesTiling ("Small Waves Tiling", Float ) = 1 + _SmallWavesSpeed ("Small Waves Speed", Float ) = -20 + _SmallWaveRrefraction ("Small Wave Rrefraction", Range(0, 3)) = 2.2 + [NoScaleOffset]_MediumWavesTexture ("Medium Waves Texture", 2D) = "bump" {} + _MediumWavesTiling ("Medium Waves Tiling", Float ) = 0.5 + _MediumWavesSpeed ("Medium Waves Speed", Float ) = 40 + _MediumWaveRefraction ("Medium Wave Refraction", Range(0, 3)) = 1.8 + [NoScaleOffset]_LargeWavesTexture ("Large Waves Texture", 2D) = "bump" {} + _LargeWavesTiling ("Large Waves Tiling", Float ) = 0.3 + _LargeWavesSpeed ("Large Waves Speed", Float ) = -40 + _LargeWaveRefraction ("Large Wave Refraction", Range(0, 3)) = 1.5 + _MainColor ("Main Color", Color) = (0,0.4627451,1,1) + _DeepWaterColor ("Deep Water Color", Color) = (0,0.3411765,0.6235294,1) + _Fade ("Fade", Float ) = 1.45 + _Density ("Density", Range(0, 10)) = 1.74 + _DepthTransparency ("Depth Transparency", Float ) = 1.5 + _ShoreFade ("Shore Fade", Float ) = 0.3 + _ShoreTransparency ("Shore Transparency", Float ) = 0.04 + _WaveBlend ("Wave Blend", Float ) = 0.77 + _WaveFade ("Wave Fade", Float ) = 1.19 + [MaterialToggle] _EnableReflections ("Enable Reflections", Float ) = 0.5 + _ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 0.5 + _Distortion ("Distortion", Range(0, 2)) = 0.3 + _Specular ("Specular", Float ) = 1 + _Gloss ("Gloss", Range(0, 1)) = 0.55 + _LightWrapping ("Light Wrapping", Float ) = 0 + [HideInInspector]_ReflectionTex ("Reflection Tex", 2D) = "white" {} + [NoScaleOffset]_FoamTexture ("Foam Texture", 2D) = "white" {} + _FoamTiling ("Foam Tiling", Float ) = 3 + _FoamBlend ("Foam Blend", Float ) = 0.15 + _FoamVisibility ("Foam Visibility", Range(0, 1)) = 0.3 + _FoamIntensity ("Foam Intensity", Float ) = 10 + _FoamContrast ("Foam Contrast", Range(0, 0.5)) = 0.25 + _FoamColor ("Foam Color", Color) = (0.3823529,0.3879758,0.3879758,1) + _FoamSpeed ("Foam Speed", Float ) = 120 + _FoamDistFalloff ("Foam Dist. Falloff", Float ) = 16 + _FoamDistFade ("Foam Dist. Fade", Float ) = 9.5 + [MaterialToggle] _UnderwaterMode ("Underwater Mode", Float ) = 0 + [MaterialToggle] _EnableCustomFog ("Enable Custom Fog", Float ) = 1.446453 + _FogColor ("Fog Color", Color) = (1,1,1,1) + _FogDistance ("Fog Distance", Float ) = 1000 + _FogFade ("Fog Fade", Float ) = 1 + _MediumTilingDistance ("Medium Tiling Distance", Float ) = 500 + _LongTilingDistance ("Long Tiling Distance", Float ) = 1500 + _DistanceTilingFade ("Distance Tiling Fade", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + GrabPass{ "Refraction" } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + uniform sampler2D Refraction; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform float _Gloss; + uniform float _SmallWaveRrefraction; + uniform float _Density; + uniform float4 _MainColor; + uniform float _Fade; + uniform float4 _DeepWaterColor; + uniform float _WaveFade; + uniform float _WaveBlend; + uniform float _SmallWavesSpeed; + uniform float _SmallWavesTiling; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _ReflectionIntensity; + uniform fixed _EnableReflections; + uniform float _MediumWavesTiling; + uniform float _MediumWavesSpeed; + uniform float _MediumWaveRefraction; + uniform float _LargeWaveRefraction; + uniform float _LargeWavesTiling; + uniform float _LargeWavesSpeed; + uniform float _DepthTransparency; + uniform float _FoamBlend; + uniform float4 _FoamColor; + uniform float _FoamIntensity; + uniform float _FoamContrast; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamSpeed; + uniform float _FoamTiling; + uniform float _FoamDistFalloff; + uniform float _FoamDistFade; + uniform float _FoamVisibility; + uniform fixed _UnderwaterMode; + uniform float _ShoreFade; + uniform float _ShoreTransparency; + uniform float _LightWrapping; + uniform float _Specular; + uniform float _Distortion; + uniform fixed _EnableCustomFog; + uniform float4 _FogColor; + uniform float _FogDistance; + uniform float _FogFade; + uniform sampler2D _SmallWavesTexture; uniform float4 _SmallWavesTexture_ST; + uniform sampler2D _LargeWavesTexture; uniform float4 _LargeWavesTexture_ST; + uniform sampler2D _MediumWavesTexture; uniform float4 _MediumWavesTexture_ST; + uniform float _MediumTilingDistance; + uniform float _DistanceTilingFade; + uniform float _LongTilingDistance; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + UNITY_FOG_COORDS(7) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.screenPos = o.pos; + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + #if UNITY_UV_STARTS_AT_TOP + float grabSign = -_ProjectionParams.x; + #else + float grabSign = _ProjectionParams.x; + #endif + i.normalDir = normalize(i.normalDir); + i.normalDir *= faceSign; + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float _value1 = 1000.0; + float2 _division1 = ((objScale.rb*_SmallWavesTiling)/_value1); + float4 _timer1 = _Time + _TimeEditor; + float2 _smallWavesPanner = (i.uv0+(float3((_SmallWavesSpeed/_division1),0.0)*(_timer1.r/100.0))); + float2 _multiplier2 = (_smallWavesPanner*_division1); + float3 _SmallWavesTex = UnpackNormal(tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier2, _SmallWavesTexture))); + float _mediumTilingFactor = 20.0; + float2 _multiplier11 = (_smallWavesPanner*(_division1/_mediumTilingFactor)); + float3 _SmallWavesTex2 = UnpackNormal(tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier11, _SmallWavesTexture))); + float _distance = distance(i.posWorld.rgb,_WorldSpaceCameraPos); + float _clampedDistance1 = saturate(pow((_distance/_MediumTilingDistance),_DistanceTilingFade)); + float _farTilingFactor = 60.0; + float2 _multiplier12 = (_smallWavesPanner*(_division1/_farTilingFactor)); + float3 _SmallWavesTex3 = UnpackNormal(tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier12, _SmallWavesTexture))); + float _clampedDistance2 = saturate(pow((_distance/_LongTilingDistance),_DistanceTilingFade)); + float node_9504 = 2.0; + float node_7053 = (_SmallWaveRrefraction/node_9504); + float2 _division2 = ((objScale.rb*_MediumWavesTiling)/_value1); + float4 _timer2 = _Time + _TimeEditor; + float2 _mediumWavesPanner = (i.uv0+(float3((_MediumWavesSpeed/_division2),0.0)*(_timer2.r/100.0))); + float2 _multiplier3 = (_mediumWavesPanner*_division2); + float3 _MediumWavesTex = UnpackNormal(tex2D(_MediumWavesTexture,TRANSFORM_TEX(_multiplier3, _MediumWavesTexture))); + float2 _multiplier13 = (_mediumWavesPanner*(_division2/_mediumTilingFactor)); + float3 _MediumWavesTex2 = UnpackNormal(tex2D(_MediumWavesTexture,TRANSFORM_TEX(_multiplier13, _MediumWavesTexture))); + float2 _multiplier14 = (_mediumWavesPanner*(_division2/_farTilingFactor)); + float3 _MediumWavesTex3 = UnpackNormal(tex2D(_MediumWavesTexture,TRANSFORM_TEX(_multiplier14, _MediumWavesTexture))); + float node_2377 = 2.0; + float node_2458 = (_MediumWaveRefraction/node_2377); + float2 _division3 = ((objScale.rb*_LargeWavesTiling)/_value1); + float4 _timer3 = _Time + _TimeEditor; + float2 _largeWavesPanner = (i.uv0+(float3(0.0,(_LargeWavesSpeed/_division3))*(_timer3.r/100.0))); + float2 _multiplier4 = (_largeWavesPanner*_division3); + float3 _LargeWavesTex = UnpackNormal(tex2D(_LargeWavesTexture,TRANSFORM_TEX(_multiplier4, _LargeWavesTexture))); + float2 _multiplier15 = (_largeWavesPanner*(_division3/_mediumTilingFactor)); + float3 _LargeWavesTex2 = UnpackNormal(tex2D(_LargeWavesTexture,TRANSFORM_TEX(_multiplier15, _LargeWavesTexture))); + float2 _multiplier16 = (_largeWavesPanner*(_division3/_farTilingFactor)); + float3 _LargeWavesTex3 = UnpackNormal(tex2D(_LargeWavesTexture,TRANSFORM_TEX(_multiplier16, _LargeWavesTexture))); + float node_3814 = 2.0; + float node_5400 = (_LargeWaveRefraction/node_3814); + float3 _add1 = (lerp(float3(0,0,1),lerp(lerp(_SmallWavesTex.rgb,_SmallWavesTex2.rgb,_clampedDistance1),_SmallWavesTex3.rgb,_clampedDistance2),lerp(lerp(_SmallWaveRrefraction,node_7053,_clampedDistance1),(node_7053/node_9504),_clampedDistance2))+lerp(float3(0,0,1),lerp(lerp(_MediumWavesTex.rgb,_MediumWavesTex2.rgb,_clampedDistance1),_MediumWavesTex3.rgb,_clampedDistance2),lerp(lerp(_MediumWaveRefraction,node_2458,_clampedDistance1),(node_2458/node_2377),_clampedDistance2))+lerp(float3(0,0,1),lerp(lerp(_LargeWavesTex.rgb,_LargeWavesTex2.rgb,_clampedDistance1),_LargeWavesTex3.rgb,_clampedDistance2),(pow(saturate((sceneZ-partZ)/_WaveBlend),_WaveFade)*lerp(lerp(_LargeWaveRefraction,node_5400,_clampedDistance1),(node_5400/node_3814),_clampedDistance2)))); + float _multiplier1 = (pow(saturate((sceneZ-partZ)/_DepthTransparency),_ShoreFade)*saturate((sceneZ-partZ)/_ShoreTransparency)); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + ((_add1.rg*(_MediumWaveRefraction*0.02))*_multiplier1); + float4 sceneColor = tex2D(Refraction, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = _add1; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = 1; + float3 attenColor = attenuation * _LightColor0.xyz; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float3 specularColor = (_Specular*_LightColor0.rgb); + float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 indirectSpecular = (gi.indirect.specular)*specularColor; + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = dot( normalDirection, lightDirection ); + float3 w = float3(_LightWrapping,_LightWrapping,_LightWrapping)*0.5; // Light wrapping + float3 NdotLWrap = NdotL * ( 1.0 - w ); + float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = forwardLight * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light + float3 _vector31 = float3(0,0,0); + float _value2 = 1.0; + float3 _blend1 = saturate((_DeepWaterColor.rgb+(sceneColor.rgb*pow(saturate((_value2 + ( ((sceneZ-partZ) - _vector31) * (0.5 - _value2) ) / ((_MainColor.rgb*(10.0/_Density)) - _vector31))),_Fade)))); + float2 _mask1 = _add1.rg; + float2 _remap = ((i.screenPos.rg+(float2(_mask1.r,_mask1.g)*_Distortion))*0.5+0.5); + float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(_remap, _ReflectionTex)); + float _rotator1_ang = 1.5708; + float _rotator1_spd = 1.0; + float _rotator1_cos = cos(_rotator1_spd*_rotator1_ang); + float _rotator1_sin = sin(_rotator1_spd*_rotator1_ang); + float2 _rotator1_piv = float2(0.5,0.5); + float2 _rotator1 = (mul(i.uv0-_rotator1_piv,float2x2( _rotator1_cos, -_rotator1_sin, _rotator1_sin, _rotator1_cos))+_rotator1_piv); + float2 _mask2 = objScale.rb; + float _value4 = 1000.0; + float2 _division4 = ((_mask2*_FoamTiling)/_value4); + float4 _timer4 = _Time + _TimeEditor; + float3 _multiplier6 = (float3((_FoamSpeed/_division4),0.0)*(_timer4.r/100.0)); + float2 _add2 = (_rotator1+_multiplier6); + float2 _multiplier7 = (_add2*_division4); + float4 _texture4 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier7, _FoamTexture)); + float2 _add3 = (i.uv0+_multiplier6); + float2 _multiplier8 = (_add3*_division4); + float4 _texture5 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier8, _FoamTexture)); + float2 _division5 = ((_mask2*(_FoamTiling/3.0))/_value4); + float2 _multiplier9 = (_add2*_division5); + float4 _texture6 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier9, _FoamTexture)); + float2 _multiplier10 = (_add3*_division5); + float4 _texture7 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier10, _FoamTexture)); + float _value3 = 0.0; + float3 _multiplier5 = ((((_value3 + ( (dot(lerp((_texture4.rgb-_texture5.rgb),(_texture6.rgb-_texture7.rgb),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FoamDistFade),_FoamDistFalloff))),float3(0.3,0.59,0.11)) - _FoamContrast) * (1.0 - _value3) ) / ((1.0 - _FoamContrast) - _FoamContrast))*_FoamColor.rgb)*(_FoamIntensity*(-1.0)))*(saturate((sceneZ-partZ)/_FoamBlend)*-1.0+1.0)); + float3 node_7440 = (_multiplier5*_multiplier5); + float3 _lerp1 = lerp(lerp( _blend1, lerp(_blend1,_ReflectionTex_var.rgb,_ReflectionIntensity), _EnableReflections ),node_7440,_FoamVisibility); + float3 diffuseColor = lerp( _lerp1, lerp(_lerp1,_FogColor.rgb,saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FogDistance),_FogFade))), _EnableCustomFog ); + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,lerp( _multiplier1, 0.2, _UnderwaterMode )),1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd + #pragma multi_compile_fog + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + uniform sampler2D Refraction; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform float _Gloss; + uniform float _SmallWaveRrefraction; + uniform float _Density; + uniform float4 _MainColor; + uniform float _Fade; + uniform float4 _DeepWaterColor; + uniform float _WaveFade; + uniform float _WaveBlend; + uniform float _SmallWavesSpeed; + uniform float _SmallWavesTiling; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _ReflectionIntensity; + uniform fixed _EnableReflections; + uniform float _MediumWavesTiling; + uniform float _MediumWavesSpeed; + uniform float _MediumWaveRefraction; + uniform float _LargeWaveRefraction; + uniform float _LargeWavesTiling; + uniform float _LargeWavesSpeed; + uniform float _DepthTransparency; + uniform float _FoamBlend; + uniform float4 _FoamColor; + uniform float _FoamIntensity; + uniform float _FoamContrast; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamSpeed; + uniform float _FoamTiling; + uniform float _FoamDistFalloff; + uniform float _FoamDistFade; + uniform float _FoamVisibility; + uniform fixed _UnderwaterMode; + uniform float _ShoreFade; + uniform float _ShoreTransparency; + uniform float _LightWrapping; + uniform float _Specular; + uniform float _Distortion; + uniform fixed _EnableCustomFog; + uniform float4 _FogColor; + uniform float _FogDistance; + uniform float _FogFade; + uniform sampler2D _SmallWavesTexture; uniform float4 _SmallWavesTexture_ST; + uniform sampler2D _LargeWavesTexture; uniform float4 _LargeWavesTexture_ST; + uniform sampler2D _MediumWavesTexture; uniform float4 _MediumWavesTexture_ST; + uniform float _MediumTilingDistance; + uniform float _DistanceTilingFade; + uniform float _LongTilingDistance; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.screenPos = o.pos; + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + #if UNITY_UV_STARTS_AT_TOP + float grabSign = -_ProjectionParams.x; + #else + float grabSign = _ProjectionParams.x; + #endif + i.normalDir = normalize(i.normalDir); + i.normalDir *= faceSign; + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float _value1 = 1000.0; + float2 _division1 = ((objScale.rb*_SmallWavesTiling)/_value1); + float4 _timer1 = _Time + _TimeEditor; + float2 _smallWavesPanner = (i.uv0+(float3((_SmallWavesSpeed/_division1),0.0)*(_timer1.r/100.0))); + float2 _multiplier2 = (_smallWavesPanner*_division1); + float3 _SmallWavesTex = UnpackNormal(tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier2, _SmallWavesTexture))); + float _mediumTilingFactor = 20.0; + float2 _multiplier11 = (_smallWavesPanner*(_division1/_mediumTilingFactor)); + float3 _SmallWavesTex2 = UnpackNormal(tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier11, _SmallWavesTexture))); + float _distance = distance(i.posWorld.rgb,_WorldSpaceCameraPos); + float _clampedDistance1 = saturate(pow((_distance/_MediumTilingDistance),_DistanceTilingFade)); + float _farTilingFactor = 60.0; + float2 _multiplier12 = (_smallWavesPanner*(_division1/_farTilingFactor)); + float3 _SmallWavesTex3 = UnpackNormal(tex2D(_SmallWavesTexture,TRANSFORM_TEX(_multiplier12, _SmallWavesTexture))); + float _clampedDistance2 = saturate(pow((_distance/_LongTilingDistance),_DistanceTilingFade)); + float node_9504 = 2.0; + float node_7053 = (_SmallWaveRrefraction/node_9504); + float2 _division2 = ((objScale.rb*_MediumWavesTiling)/_value1); + float4 _timer2 = _Time + _TimeEditor; + float2 _mediumWavesPanner = (i.uv0+(float3((_MediumWavesSpeed/_division2),0.0)*(_timer2.r/100.0))); + float2 _multiplier3 = (_mediumWavesPanner*_division2); + float3 _MediumWavesTex = UnpackNormal(tex2D(_MediumWavesTexture,TRANSFORM_TEX(_multiplier3, _MediumWavesTexture))); + float2 _multiplier13 = (_mediumWavesPanner*(_division2/_mediumTilingFactor)); + float3 _MediumWavesTex2 = UnpackNormal(tex2D(_MediumWavesTexture,TRANSFORM_TEX(_multiplier13, _MediumWavesTexture))); + float2 _multiplier14 = (_mediumWavesPanner*(_division2/_farTilingFactor)); + float3 _MediumWavesTex3 = UnpackNormal(tex2D(_MediumWavesTexture,TRANSFORM_TEX(_multiplier14, _MediumWavesTexture))); + float node_2377 = 2.0; + float node_2458 = (_MediumWaveRefraction/node_2377); + float2 _division3 = ((objScale.rb*_LargeWavesTiling)/_value1); + float4 _timer3 = _Time + _TimeEditor; + float2 _largeWavesPanner = (i.uv0+(float3(0.0,(_LargeWavesSpeed/_division3))*(_timer3.r/100.0))); + float2 _multiplier4 = (_largeWavesPanner*_division3); + float3 _LargeWavesTex = UnpackNormal(tex2D(_LargeWavesTexture,TRANSFORM_TEX(_multiplier4, _LargeWavesTexture))); + float2 _multiplier15 = (_largeWavesPanner*(_division3/_mediumTilingFactor)); + float3 _LargeWavesTex2 = UnpackNormal(tex2D(_LargeWavesTexture,TRANSFORM_TEX(_multiplier15, _LargeWavesTexture))); + float2 _multiplier16 = (_largeWavesPanner*(_division3/_farTilingFactor)); + float3 _LargeWavesTex3 = UnpackNormal(tex2D(_LargeWavesTexture,TRANSFORM_TEX(_multiplier16, _LargeWavesTexture))); + float node_3814 = 2.0; + float node_5400 = (_LargeWaveRefraction/node_3814); + float3 _add1 = (lerp(float3(0,0,1),lerp(lerp(_SmallWavesTex.rgb,_SmallWavesTex2.rgb,_clampedDistance1),_SmallWavesTex3.rgb,_clampedDistance2),lerp(lerp(_SmallWaveRrefraction,node_7053,_clampedDistance1),(node_7053/node_9504),_clampedDistance2))+lerp(float3(0,0,1),lerp(lerp(_MediumWavesTex.rgb,_MediumWavesTex2.rgb,_clampedDistance1),_MediumWavesTex3.rgb,_clampedDistance2),lerp(lerp(_MediumWaveRefraction,node_2458,_clampedDistance1),(node_2458/node_2377),_clampedDistance2))+lerp(float3(0,0,1),lerp(lerp(_LargeWavesTex.rgb,_LargeWavesTex2.rgb,_clampedDistance1),_LargeWavesTex3.rgb,_clampedDistance2),(pow(saturate((sceneZ-partZ)/_WaveBlend),_WaveFade)*lerp(lerp(_LargeWaveRefraction,node_5400,_clampedDistance1),(node_5400/node_3814),_clampedDistance2)))); + float _multiplier1 = (pow(saturate((sceneZ-partZ)/_DepthTransparency),_ShoreFade)*saturate((sceneZ-partZ)/_ShoreTransparency)); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + ((_add1.rg*(_MediumWaveRefraction*0.02))*_multiplier1); + float4 sceneColor = tex2D(Refraction, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = _add1; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float3 specularColor = (_Specular*_LightColor0.rgb); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 specular = directSpecular; +/////// Diffuse: + NdotL = dot( normalDirection, lightDirection ); + float3 w = float3(_LightWrapping,_LightWrapping,_LightWrapping)*0.5; // Light wrapping + float3 NdotLWrap = NdotL * ( 1.0 - w ); + float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = forwardLight * attenColor; + float3 _vector31 = float3(0,0,0); + float _value2 = 1.0; + float3 _blend1 = saturate((_DeepWaterColor.rgb+(sceneColor.rgb*pow(saturate((_value2 + ( ((sceneZ-partZ) - _vector31) * (0.5 - _value2) ) / ((_MainColor.rgb*(10.0/_Density)) - _vector31))),_Fade)))); + float2 _mask1 = _add1.rg; + float2 _remap = ((i.screenPos.rg+(float2(_mask1.r,_mask1.g)*_Distortion))*0.5+0.5); + float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(_remap, _ReflectionTex)); + float _rotator1_ang = 1.5708; + float _rotator1_spd = 1.0; + float _rotator1_cos = cos(_rotator1_spd*_rotator1_ang); + float _rotator1_sin = sin(_rotator1_spd*_rotator1_ang); + float2 _rotator1_piv = float2(0.5,0.5); + float2 _rotator1 = (mul(i.uv0-_rotator1_piv,float2x2( _rotator1_cos, -_rotator1_sin, _rotator1_sin, _rotator1_cos))+_rotator1_piv); + float2 _mask2 = objScale.rb; + float _value4 = 1000.0; + float2 _division4 = ((_mask2*_FoamTiling)/_value4); + float4 _timer4 = _Time + _TimeEditor; + float3 _multiplier6 = (float3((_FoamSpeed/_division4),0.0)*(_timer4.r/100.0)); + float2 _add2 = (_rotator1+_multiplier6); + float2 _multiplier7 = (_add2*_division4); + float4 _texture4 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier7, _FoamTexture)); + float2 _add3 = (i.uv0+_multiplier6); + float2 _multiplier8 = (_add3*_division4); + float4 _texture5 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier8, _FoamTexture)); + float2 _division5 = ((_mask2*(_FoamTiling/3.0))/_value4); + float2 _multiplier9 = (_add2*_division5); + float4 _texture6 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier9, _FoamTexture)); + float2 _multiplier10 = (_add3*_division5); + float4 _texture7 = tex2D(_FoamTexture,TRANSFORM_TEX(_multiplier10, _FoamTexture)); + float _value3 = 0.0; + float3 _multiplier5 = ((((_value3 + ( (dot(lerp((_texture4.rgb-_texture5.rgb),(_texture6.rgb-_texture7.rgb),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FoamDistFade),_FoamDistFalloff))),float3(0.3,0.59,0.11)) - _FoamContrast) * (1.0 - _value3) ) / ((1.0 - _FoamContrast) - _FoamContrast))*_FoamColor.rgb)*(_FoamIntensity*(-1.0)))*(saturate((sceneZ-partZ)/_FoamBlend)*-1.0+1.0)); + float3 node_7440 = (_multiplier5*_multiplier5); + float3 _lerp1 = lerp(lerp( _blend1, lerp(_blend1,_ReflectionTex_var.rgb,_ReflectionIntensity), _EnableReflections ),node_7440,_FoamVisibility); + float3 diffuseColor = lerp( _lerp1, 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