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Level,ptin:_TessellationLevel,varname:node_9815,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_ConstantClamp,id:2280,x:31634,y:31543,varname:node_2280,prsc:2,min:0.01,max:1|IN-4892-RGB;n:type:ShaderForge.SFN_DepthBlend,id:1708,x:32168,y:34238,varname:node_1708,prsc:2|DIST-8619-OUT;n:type:ShaderForge.SFN_Multiply,id:8619,x:32178,y:34370,varname:node_8619,prsc:2|A-3660-OUT,B-3912-OUT;n:type:ShaderForge.SFN_Vector1,id:3912,x:32111,y:34559,varname:node_3912,prsc:2,v1:3.3;n:type:ShaderForge.SFN_OneMinus,id:3168,x:32357,y:34224,varname:node_3168,prsc:2|IN-1708-OUT;n:type:ShaderForge.SFN_RemapRange,id:7227,x:32589,y:34224,varname:node_7227,prsc:2,frmn:0,frmx:1,tomn:0.25,tomx:1|IN-3168-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6724,x:30947,y:34069,ptovrint:False,ptlb:Shore Water Opacity,ptin:_ShoreWaterOpacity,varname:node_6724,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.15;n:type:ShaderForge.SFN_Add,id:3434,x:34840,y:31209,varname:node_3434,prsc:2|A-930-OUT,B-3513-OUT;n:type:ShaderForge.SFN_Relay,id:8220,x:34170,y:31291,varname:node_8220,prsc:2|IN-3702-OUT;n:type:ShaderForge.SFN_Multiply,id:930,x:34605,y:31197,varname:node_930,prsc:2|A-7201-OUT,B-8220-OUT;proporder:141-8031-8643-6998-9833-8873-4105-4005-9712-3660-4511-6724-2988-4695-9092-6388-3311-7399-1355-4557-7064-4134-6100-3535-4909-6400-9305-9609-6919-239-7507-9301-8221-6935-1612-7658-9815;pass:END;sub:END;*/ + +Shader "DCG/Water Shader/Water Surface DX11" { + Properties { + _ReflectionTex ("ReflectionTex", 2D) = "white" {} + [MaterialToggle] _UseReflection ("Use Reflection", Float ) = 0.5 + _ReflectionColor ("Reflection Color", Color) = (0.5,0.5,0.5,1) + _ReflectionFresnel ("Reflection Fresnel", Float ) = 1 + _ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 1 + _RefractionIntensity ("Refraction Intensity", Range(0, 2)) = 0 + _NormalTexture ("Normal Texture", 2D) = "bump" {} + _NormalIntensity ("Normal Intensity", Range(0, 1)) = 1 + _WaterColor ("Water Color", Color) = (0.5,0.5,0.5,1) + _WaterDensity ("Water Density", Float ) = 20 + _FadeLevel ("Fade Level", Float ) = 4 + _ShoreWaterOpacity ("Shore Water Opacity", Float ) = 0.15 + _ShoreLineOpacity ("Shore Line Opacity", Float ) = 1 + _WavesScale ("Waves Scale", Range(0.01, 1)) = 0.8 + _WavesSpeed ("Waves Speed", Range(0, 1)) = 0 + _Specular ("Specular", Float ) = 5 + _Gloss ("Gloss", Range(0, 1)) = 0.6 + _Displacement ("Displacement", 2D) = "white" {} + _DisplacementIntensity ("Displacement Intensity", Float ) = 1 + _DisplacementScale ("Displacement Scale", Range(0.01, 1)) = 0.5 + _DisplacementSpeed ("Displacement Speed", Range(0.01, 10)) = 0.5079523 + _FoamTexture ("Foam Texture", 2D) = "white" {} + _ShoreFoamDistance ("Shore Foam Distance", Float ) = 1 + _FoamScale ("Foam Scale", Range(0.01, 2)) = 0.01 + _FoamSpeed ("Foam Speed", Range(0.01, 10)) = 0.01 + _ShoreFoamIntensity ("Shore Foam Intensity", Float ) = 2 + _DisplacementFoamIntensity ("Displacement Foam Intensity", Float ) = 1 + _WavesDisplacementFoamIntensity ("Waves Displacement Foam Intensity", Float ) = 1 + _WavesTexture ("Waves Texture", 2D) = "white" {} + _MaskWavesDisplacement ("Mask Waves Displacement", 2D) = "white" {} + [MaterialToggle] _RadialWaves ("Radial Waves", Float ) = 0 + [MaterialToggle] _UseMask ("Use Mask", Float ) = -0.4142135 + [MaterialToggle] _InverseDirection ("Inverse Direction", Float ) = 0 + _WavesAmount ("Waves Amount", Range(0, 1)) = 0 + _WavesDisplacementSpeed ("Waves Displacement Speed", Range(0, 10)) = 1 + _WavesIntensity ("Waves Intensity", Float ) = 1 + _TessellationLevel ("Tessellation Level", Float ) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + GrabPass{ } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + + CGPROGRAM + #pragma hull hull + #pragma domain domain + #pragma vertex tessvert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "Tessellation.cginc" + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma exclude_renderers gles3 d3d11_9x psp2 + #pragma target 5.0 + #pragma glsl + uniform sampler2D _GrabTexture; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _WaterDensity; + uniform float _FadeLevel; + uniform float _ReflectionFresnel; + uniform float _WavesScale; + uniform float _WavesSpeed; + uniform float _NormalIntensity; + uniform float _Gloss; + uniform float _Specular; + uniform float4 _WaterColor; + uniform float _ReflectionIntensity; + uniform fixed _UseReflection; + uniform float4 _ReflectionColor; + uniform float _RefractionIntensity; + uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamScale; + uniform float _FoamSpeed; + uniform float _ShoreFoamDistance; + uniform float _ShoreFoamIntensity; + uniform float _ShoreLineOpacity; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _WavesDisplacementFoamIntensity; + uniform float _DisplacementFoamIntensity; + uniform float _TessellationLevel; + uniform float _ShoreWaterOpacity; + 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; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + 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; + } + #ifdef UNITY_CAN_COMPILE_TESSELLATION + struct TessVertex { + float4 vertex : INTERNALTESSPOS; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct OutputPatchConstant { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + float3 vTangent[4] : TANGENT; + float2 vUV[4] : TEXCOORD; + float3 vTanUCorner[4] : TANUCORNER; + float3 vTanVCorner[4] : TANVCORNER; + float4 vCWts : TANWEIGHTS; + }; + TessVertex tessvert (VertexInput v) { + TessVertex o; + o.vertex = v.vertex; + o.normal = v.normal; + o.tangent = v.tangent; + o.texcoord0 = v.texcoord0; + return o; + } + float Tessellation(TessVertex v){ + return _TessellationLevel; + } + float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){ + float tv = Tessellation(v); + float tv1 = Tessellation(v1); + float tv2 = Tessellation(v2); + return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3); + } + OutputPatchConstant hullconst (InputPatch v) { + OutputPatchConstant o = (OutputPatchConstant)0; + float4 ts = Tessellation( v[0], v[1], v[2] ); + o.edge[0] = ts.x; + o.edge[1] = ts.y; + o.edge[2] = ts.z; + o.inside = ts.w; + return o; + } + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("hullconst")] + [outputcontrolpoints(3)] + TessVertex hull (InputPatch v, uint id : SV_OutputControlPointID) { + return v[id]; + } + [domain("tri")] + VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) { + VertexInput v = (VertexInput)0; + v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z; + v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z; + v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z; + v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z; + VertexOutput o = vert(v); + return o; + } + #endif + float4 frag(VertexOutput i) : COLOR { + 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.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); + float4 node_2375 = _Time + _TimeEditor; + float node_8229 = (_WavesSpeed*node_2375.r*1.61803398875); + float2 node_5986 = (i.uv0*float2(objScale.r,objScale.b)*_WavesScale); + float2 node_8298 = (node_5986+node_8229*float2(1,-1)); + float3 node_6123 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_8298, _NormalTexture))); + float2 node_9836 = ((node_5986+float2(0.5,0.5))*0.8); + float2 node_7614 = (node_9836+node_8229*float2(-1,1)); + float3 node_7755 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7614, _NormalTexture))); + float node_60 = (node_6123.r+node_7755.r); + float node_6221 = (node_6123.g+node_7755.g); + float node_5594 = (node_8229*0.6); + float node_6903 = 0.1; + float2 node_7203 = ((node_6903*node_5986)+node_5594*float2(-1,1)); + float3 node_3810 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7203, _NormalTexture))); + float2 node_117 = ((node_6903*node_9836)+node_5594*float2(1,-1)); + float3 node_2963 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_117, _NormalTexture))); + float node_1671 = 1.0; + float3 node_6060 = lerp(float3(0,0,1),float3((float2(node_60,node_6221)+(float2((node_3810.r+node_2963.r),(node_3810.g+node_2963.g))*0.5)),node_1671),_NormalIntensity); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (node_6060.rg*_RefractionIntensity*0.1); + float4 sceneColor = tex2D(_GrabTexture, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = node_6060; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = 1; + float node_8267 = 1.0; + float4 node_7838 = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex)); + float4 node_9204 = _Time + _TimeEditor; + float node_827 = (_FoamSpeed*node_9204.r); + float2 node_2254 = (float2(objScale.r,objScale.b)*i.uv0*_FoamScale); + float2 node_9810 = (node_2254+node_827*float2(-1,1)); + float4 node_837 = tex2D(_FoamTexture,TRANSFORM_TEX(node_9810, _FoamTexture)); + float2 node_1263 = (((node_2254+float2(0.5,0.5))*0.8)+node_827*float2(1,-1)); + float4 node_2220 = tex2D(_FoamTexture,TRANSFORM_TEX(node_1263, _FoamTexture)); + float3 node_3702 = (clamp(_LightColor0.rgb,0.01,1)*attenuation); + float3 node_6257 = (node_837.rgb*node_2220.rgb*node_3702); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((i.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (i.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2D(_MaskWavesDisplacement,TRANSFORM_TEX(node_3646, _MaskWavesDisplacement)); + float2 node_2367 = ((lerp( i.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2D(_WavesTexture,TRANSFORM_TEX(node_2367, _WavesTexture)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*i.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2D(_Displacement,TRANSFORM_TEX(node_8500, _Displacement)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2D(_Displacement,TRANSFORM_TEX(node_1716, _Displacement)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float3 finalColor = ((saturate((1.0-(1.0-saturate((1.0-(1.0-(pow(saturate((node_8267 + ( (saturate((sceneZ-partZ)/_WaterDensity) - _ShoreWaterOpacity) * (0.0 - node_8267) ) / ((_WaterColor.rgb*9.0+1.0) - _ShoreWaterOpacity))),_FadeLevel)*sceneColor.rgb*((1.0 - saturate((sceneZ-partZ)/(_WaterDensity*3.3)))*0.75+0.25)))*(1.0-(lerp( _ReflectionColor.rgb, node_7838.rgb, _UseReflection )*pow(1.0-max(0,dot(normalDirection, viewDirection)),_ReflectionFresnel)*_ReflectionIntensity)))))*(1.0-((((1.0 - saturate((sceneZ-partZ)/_ShoreFoamDistance))*node_6257*_ShoreFoamIntensity)+(node_8869*node_6257*_WavesDisplacementFoamIntensity))+(node_6257*dot(node_6532,float3(0.3,0.59,0.11))*_DisplacementFoamIntensity)))))*node_3702)+(_Specular*pow(max(0,dot(lightDirection,viewReflectDirection)),exp((_Gloss*9.0+1.0)))*node_3702)); + fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate((sceneZ-partZ)/_ShoreLineOpacity)),1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + ZWrite Off + + CGPROGRAM + #pragma hull hull + #pragma domain domain + #pragma vertex tessvert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "Tessellation.cginc" + #pragma multi_compile_fwdadd + #pragma multi_compile_fog + #pragma exclude_renderers gles3 d3d11_9x psp2 + #pragma target 5.0 + #pragma glsl + uniform sampler2D _GrabTexture; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _WaterDensity; + uniform float _FadeLevel; + uniform float _ReflectionFresnel; + uniform float _WavesScale; + uniform float _WavesSpeed; + uniform float _NormalIntensity; + uniform float _Gloss; + uniform float _Specular; + uniform float4 _WaterColor; + uniform float _ReflectionIntensity; + uniform fixed _UseReflection; + uniform float4 _ReflectionColor; + uniform float _RefractionIntensity; + uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamScale; + uniform float _FoamSpeed; + uniform float _ShoreFoamDistance; + uniform float _ShoreFoamIntensity; + uniform float _ShoreLineOpacity; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _WavesDisplacementFoamIntensity; + uniform float _DisplacementFoamIntensity; + uniform float _TessellationLevel; + uniform float _ShoreWaterOpacity; + 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; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + 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; + } + #ifdef UNITY_CAN_COMPILE_TESSELLATION + struct TessVertex { + float4 vertex : INTERNALTESSPOS; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct OutputPatchConstant { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + float3 vTangent[4] : TANGENT; + float2 vUV[4] : TEXCOORD; + float3 vTanUCorner[4] : TANUCORNER; + float3 vTanVCorner[4] : TANVCORNER; + float4 vCWts : TANWEIGHTS; + }; + TessVertex tessvert (VertexInput v) { + TessVertex o; + o.vertex = v.vertex; + o.normal = v.normal; + o.tangent = v.tangent; + o.texcoord0 = v.texcoord0; + return o; + } + float Tessellation(TessVertex v){ + return _TessellationLevel; + } + float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){ + float tv = Tessellation(v); + float tv1 = Tessellation(v1); + float tv2 = Tessellation(v2); + return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3); + } + OutputPatchConstant hullconst (InputPatch v) { + OutputPatchConstant o = (OutputPatchConstant)0; + float4 ts = Tessellation( v[0], v[1], v[2] ); + o.edge[0] = ts.x; + o.edge[1] = ts.y; + o.edge[2] = ts.z; + o.inside = ts.w; + return o; + } + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("hullconst")] + [outputcontrolpoints(3)] + TessVertex hull (InputPatch v, uint id : SV_OutputControlPointID) { + return v[id]; + } + [domain("tri")] + VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) { + VertexInput v = (VertexInput)0; + v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z; + v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z; + v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z; + v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z; + VertexOutput o = vert(v); + return o; + } + #endif + float4 frag(VertexOutput i) : COLOR { + 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.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); + float4 node_2375 = _Time + _TimeEditor; + float node_8229 = (_WavesSpeed*node_2375.r*1.61803398875); + float2 node_5986 = (i.uv0*float2(objScale.r,objScale.b)*_WavesScale); + float2 node_8298 = (node_5986+node_8229*float2(1,-1)); + float3 node_6123 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_8298, _NormalTexture))); + float2 node_9836 = ((node_5986+float2(0.5,0.5))*0.8); + float2 node_7614 = (node_9836+node_8229*float2(-1,1)); + float3 node_7755 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7614, _NormalTexture))); + float node_60 = (node_6123.r+node_7755.r); + float node_6221 = (node_6123.g+node_7755.g); + float node_5594 = (node_8229*0.6); + float node_6903 = 0.1; + float2 node_7203 = ((node_6903*node_5986)+node_5594*float2(-1,1)); + float3 node_3810 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7203, _NormalTexture))); + float2 node_117 = ((node_6903*node_9836)+node_5594*float2(1,-1)); + float3 node_2963 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_117, _NormalTexture))); + float node_1671 = 1.0; + float3 node_6060 = lerp(float3(0,0,1),float3((float2(node_60,node_6221)+(float2((node_3810.r+node_2963.r),(node_3810.g+node_2963.g))*0.5)),node_1671),_NormalIntensity); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (node_6060.rg*_RefractionIntensity*0.1); + float4 sceneColor = tex2D(_GrabTexture, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = node_6060; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float node_8267 = 1.0; + float4 node_7838 = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex)); + float4 node_9204 = _Time + _TimeEditor; + float node_827 = (_FoamSpeed*node_9204.r); + float2 node_2254 = (float2(objScale.r,objScale.b)*i.uv0*_FoamScale); + float2 node_9810 = (node_2254+node_827*float2(-1,1)); + float4 node_837 = tex2D(_FoamTexture,TRANSFORM_TEX(node_9810, _FoamTexture)); + float2 node_1263 = (((node_2254+float2(0.5,0.5))*0.8)+node_827*float2(1,-1)); + float4 node_2220 = tex2D(_FoamTexture,TRANSFORM_TEX(node_1263, _FoamTexture)); + float3 node_3702 = (clamp(_LightColor0.rgb,0.01,1)*attenuation); + float3 node_6257 = (node_837.rgb*node_2220.rgb*node_3702); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((i.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (i.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2D(_MaskWavesDisplacement,TRANSFORM_TEX(node_3646, _MaskWavesDisplacement)); + float2 node_2367 = ((lerp( i.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2D(_WavesTexture,TRANSFORM_TEX(node_2367, _WavesTexture)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*i.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2D(_Displacement,TRANSFORM_TEX(node_8500, _Displacement)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2D(_Displacement,TRANSFORM_TEX(node_1716, _Displacement)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float3 finalColor = ((saturate((1.0-(1.0-saturate((1.0-(1.0-(pow(saturate((node_8267 + ( (saturate((sceneZ-partZ)/_WaterDensity) - _ShoreWaterOpacity) * (0.0 - node_8267) ) / ((_WaterColor.rgb*9.0+1.0) - _ShoreWaterOpacity))),_FadeLevel)*sceneColor.rgb*((1.0 - saturate((sceneZ-partZ)/(_WaterDensity*3.3)))*0.75+0.25)))*(1.0-(lerp( _ReflectionColor.rgb, node_7838.rgb, _UseReflection )*pow(1.0-max(0,dot(normalDirection, viewDirection)),_ReflectionFresnel)*_ReflectionIntensity)))))*(1.0-((((1.0 - saturate((sceneZ-partZ)/_ShoreFoamDistance))*node_6257*_ShoreFoamIntensity)+(node_8869*node_6257*_WavesDisplacementFoamIntensity))+(node_6257*dot(node_6532,float3(0.3,0.59,0.11))*_DisplacementFoamIntensity)))))*node_3702)+(_Specular*pow(max(0,dot(lightDirection,viewReflectDirection)),exp((_Gloss*9.0+1.0)))*node_3702)); + fixed4 finalRGBA = fixed4(finalColor * saturate((sceneZ-partZ)/_ShoreLineOpacity),0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + + CGPROGRAM + #pragma hull hull + #pragma domain domain + #pragma vertex tessvert + #pragma fragment frag + #define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "Tessellation.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma exclude_renderers gles3 d3d11_9x psp2 + #pragma target 5.0 + #pragma glsl + uniform float4 _TimeEditor; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _TessellationLevel; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + V2F_SHADOW_CASTER; + float2 uv0 : TEXCOORD1; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + o.pos = UnityObjectToClipPos(v.vertex); + TRANSFER_SHADOW_CASTER(o) + return o; + } + #ifdef UNITY_CAN_COMPILE_TESSELLATION + struct TessVertex { + float4 vertex : INTERNALTESSPOS; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct OutputPatchConstant { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + float3 vTangent[4] : TANGENT; + float2 vUV[4] : TEXCOORD; + float3 vTanUCorner[4] : TANUCORNER; + float3 vTanVCorner[4] : TANVCORNER; + float4 vCWts : TANWEIGHTS; + }; + TessVertex tessvert (VertexInput v) { + TessVertex o; + o.vertex = v.vertex; + o.normal = v.normal; + o.tangent = v.tangent; + o.texcoord0 = v.texcoord0; + return o; + } + float Tessellation(TessVertex v){ + return _TessellationLevel; + } + float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){ + float tv = Tessellation(v); + float tv1 = Tessellation(v1); + float tv2 = Tessellation(v2); + return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3); + } + OutputPatchConstant hullconst (InputPatch v) { + OutputPatchConstant o = (OutputPatchConstant)0; + float4 ts = Tessellation( v[0], v[1], v[2] ); + o.edge[0] = ts.x; + o.edge[1] = ts.y; + o.edge[2] = ts.z; + o.inside = ts.w; + return o; + } + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("hullconst")] + [outputcontrolpoints(3)] + TessVertex hull (InputPatch v, uint id : SV_OutputControlPointID) { + return v[id]; + } + [domain("tri")] + VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) { + VertexInput v = (VertexInput)0; + v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z; + 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