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130 lines
3.8 KiB
130 lines
3.8 KiB
2 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Fluvio/Fluid Effect"
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{
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Properties
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{
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// Diffuse/alpha
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_Color ("Color", Color) = (0.75,0.75,0.75,0.5)
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_MainTex ("Albedo", 2D) = "white" {}
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_Cutoff ("Alpha Cutoff", Range(0.001, 1.0)) = 0.5
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_Cutoff2 ("Shadow/Depth Alpha Cutoff", Range(0.001, 1.0)) = 0.05
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// Smoothness/metallic
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_Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
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[Gamma] _Metallic ("Metallic", Range(0.0, 1.0)) = 0.8
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_MetallicGlossMap ("Metallic", 2D) = "white" {}
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// Normal
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_BumpScale ("Scale", Float) = 0.5
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_BumpMap ("Normal Map", 2D) = "bump" {}
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// Emission
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_EmissionColor ("Color", Color) = (0,0,0,0)
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_EmissionMap ("Emission", 2D) = "white" {}
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// Vertex colors
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[KeywordEnum(None, Albedo, Specular, Emission)] _VertexColorMode ("Vertex color mode", Float) = 1
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// Culling
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[HideInInspector] _CullFluid ("Cull Fluid", Float) = -1.0
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// UI-only data
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[HideInInspector] _EmissionScaleUI ("Scale", Float) = 0.0
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[HideInInspector] _EmissionColorUI ("Color", Color) = (0,0,0,0)
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// Image effect (passed to composite shader)
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[HideInInspector] _DownsampleFactorUI ("Downsample Factor", Float) = 1.0
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[HideInInspector] _FluidBlurUI ("Blur Fluid", Range(0,1)) = 0.25
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[HideInInspector] _FluidBlurBackgroundUI ("Blur Background", Range(0,1)) = 0
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[HideInInspector] _FluidSpecularScaleUI ("Fake Specular Effect", Range(0.0, 1.0)) = 0
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[HideInInspector] _FluidTintUI ("Composite Tint Color", Color) = (1,1,1,1)
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}
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CGINCLUDE
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#define _GLOSSYENV 1
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#define FLUVIO_SETUP_BRDF_INPUT FluvioMetallicSetup
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ENDCG
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Fluvio" "PerformanceChecks"="False" }
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// ------------------------------------------------------------------
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// Depth pass
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Pass
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{
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ZWrite On ZTest Always ColorMask 0
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//Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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fixed4 _Color;
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sampler2D _MainTex;
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float _Cutoff2;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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return o;
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}
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fixed4 frag(v2f i) : COLOR
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{
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fixed4 c = tex2D(_MainTex, i.texcoord);
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clip(_Color.a < 1 ? -1 : c.a - _Cutoff2);
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return c.a;
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}
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
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#pragma exclude_renderers gles
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// -------------------------------------
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#pragma multi_compile _VERTEXCOLORMODE_NONE _VERTEXCOLORMODE_ALBEDO _VERTEXCOLORMODE_SPECULAR _VERTEXCOLORMODE_EMISSION
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "FluidEffectShadow.cginc"
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ENDCG
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}
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}
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CustomEditor "Thinksquirrel.FluvioEditor.Inspectors.FluidEffectShaderInspector"
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}
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