天津23维预案
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2 years ago
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "lakes" {
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, lerp(_lerp1,_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"
}