// 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" }