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144 lines
3.1 KiB
144 lines
3.1 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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#warning Upgrade NOTE: unity_Scale shader variable was removed; replaced 'unity_Scale.w' with '1.0' |
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Shader "FX/Water (simple)" { |
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Properties { |
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_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0) |
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_WaveScale ("Wave scale", Range (0.02,0.15)) = .07 |
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_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { } |
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_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect } |
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_BumpMap ("Waves Normalmap ", 2D) = "" { } |
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WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) |
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_MainTex ("Fallback texture", 2D) = "" { } |
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} |
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CGINCLUDE |
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// ----------------------------------------------------------- |
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// This section is included in all program sections below |
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#include "UnityCG.cginc" |
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uniform float4 _horizonColor; |
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uniform float4 WaveSpeed; |
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uniform float _WaveScale; |
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uniform float4 _WaveOffset; |
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struct appdata { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 bumpuv[2] : TEXCOORD0; |
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float3 viewDir : TEXCOORD2; |
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}; |
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v2f vert(appdata v) |
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{ |
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v2f o; |
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float4 s; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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// scroll bump waves |
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float4 temp; |
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temp.xyzw = v.vertex.xzxz * _WaveScale / 1.0 + _WaveOffset; |
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o.bumpuv[0] = temp.xy * float2(.4, .45); |
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o.bumpuv[1] = temp.wz; |
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// object space view direction |
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o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) ); |
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return o; |
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} |
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ENDCG |
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// ----------------------------------------------------------- |
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// Fragment program |
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Subshader { |
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Tags { "RenderType"="Opaque" } |
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Pass { |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma fragmentoption ARB_precision_hint_fastest |
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sampler2D _BumpMap; |
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sampler2D _ColorControl; |
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half4 frag( v2f i ) : COLOR |
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{ |
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half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb; |
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half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb; |
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half3 bump = (bump1 + bump2) * 0.5; |
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half fresnel = dot( i.viewDir, bump ); |
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half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) ); |
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half4 col; |
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col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a ); |
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col.a = _horizonColor.a; |
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return col; |
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} |
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ENDCG |
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} |
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} |
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// ----------------------------------------------------------- |
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// Old cards |
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// three texture, cubemaps |
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Subshader { |
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Tags { "RenderType"="Opaque" } |
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Pass { |
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Color (0.5,0.5,0.5,0.5) |
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SetTexture [_MainTex] { |
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Matrix [_WaveMatrix] |
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combine texture * primary |
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} |
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SetTexture [_MainTex] { |
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Matrix [_WaveMatrix2] |
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combine texture * primary + previous |
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} |
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SetTexture [_ColorControlCube] { |
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combine texture +- previous, primary |
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Matrix [_Reflection] |
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} |
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} |
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} |
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// dual texture, cubemaps |
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Subshader { |
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Tags { "RenderType"="Opaque" } |
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Pass { |
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Color (0.5,0.5,0.5,0.5) |
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SetTexture [_MainTex] { |
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Matrix [_WaveMatrix] |
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combine texture |
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} |
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SetTexture [_ColorControlCube] { |
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combine texture +- previous, primary |
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Matrix [_Reflection] |
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} |
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} |
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} |
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// single texture |
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Subshader { |
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Tags { "RenderType"="Opaque" } |
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Pass { |
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Color (0.5,0.5,0.5,0) |
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SetTexture [_MainTex] { |
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Matrix [_WaveMatrix] |
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combine texture, primary |
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} |
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} |
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} |
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}
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