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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- Shader "FX/Water (Basic)" {
- Properties {
- _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
- _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
- [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
- [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
- WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- uniform float4 _horizonColor;
- uniform float4 WaveSpeed;
- uniform float _WaveScale;
- uniform float4 _WaveOffset;
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- float2 bumpuv[2] : TEXCOORD0;
- float3 viewDir : TEXCOORD2;
- UNITY_FOG_COORDS(3)
- };
- v2f vert(appdata v)
- {
- v2f o;
- float4 s;
- o.pos = UnityObjectToClipPos(v.vertex);
- // scroll bump waves
- float4 temp;
- float4 wpos = mul (unity_ObjectToWorld, v.vertex);
- temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
- o.bumpuv[0] = temp.xy * float2(.4, .45);
- o.bumpuv[1] = temp.wz;
- // object space view direction
- o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
- UNITY_TRANSFER_FOG(o,o.pos);
- return o;
- }
- ENDCG
- Subshader {
- Tags { "RenderType"="Opaque" }
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- sampler2D _BumpMap;
- sampler2D _ColorControl;
- half4 frag( v2f i ) : COLOR
- {
- half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
- half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
- half3 bump = (bump1 + bump2) * 0.5;
-
- half fresnel = dot( i.viewDir, bump );
- half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
-
- half4 col;
- col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
- col.a = _horizonColor.a;
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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