// 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" }