FXWaterBasic.shader 1.8 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. Shader "FX/Water (Basic)" {
  3. Properties {
  4. _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
  5. _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
  6. [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
  7. [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
  8. WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
  9. }
  10. CGINCLUDE
  11. #include "UnityCG.cginc"
  12. uniform float4 _horizonColor;
  13. uniform float4 WaveSpeed;
  14. uniform float _WaveScale;
  15. uniform float4 _WaveOffset;
  16. struct appdata {
  17. float4 vertex : POSITION;
  18. float3 normal : NORMAL;
  19. };
  20. struct v2f {
  21. float4 pos : SV_POSITION;
  22. float2 bumpuv[2] : TEXCOORD0;
  23. float3 viewDir : TEXCOORD2;
  24. UNITY_FOG_COORDS(3)
  25. };
  26. v2f vert(appdata v)
  27. {
  28. v2f o;
  29. float4 s;
  30. o.pos = UnityObjectToClipPos(v.vertex);
  31. // scroll bump waves
  32. float4 temp;
  33. float4 wpos = mul (unity_ObjectToWorld, v.vertex);
  34. temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
  35. o.bumpuv[0] = temp.xy * float2(.4, .45);
  36. o.bumpuv[1] = temp.wz;
  37. // object space view direction
  38. o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
  39. UNITY_TRANSFER_FOG(o,o.pos);
  40. return o;
  41. }
  42. ENDCG
  43. Subshader {
  44. Tags { "RenderType"="Opaque" }
  45. Pass {
  46. CGPROGRAM
  47. #pragma vertex vert
  48. #pragma fragment frag
  49. #pragma multi_compile_fog
  50. sampler2D _BumpMap;
  51. sampler2D _ColorControl;
  52. half4 frag( v2f i ) : COLOR
  53. {
  54. half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
  55. half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
  56. half3 bump = (bump1 + bump2) * 0.5;
  57. half fresnel = dot( i.viewDir, bump );
  58. half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
  59. half4 col;
  60. col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
  61. col.a = _horizonColor.a;
  62. UNITY_APPLY_FOG(i.fogCoord, col);
  63. return col;
  64. }
  65. ENDCG
  66. }
  67. }
  68. }