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Intensity,ptin:_DisplacementFoamIntensity,varname:node_9305,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Add,id:8765,x:34199,y:30838,varname:node_8765,prsc:2|A-3664-OUT,B-8941-OUT;n:type:ShaderForge.SFN_Blend,id:7201,x:34605,y:31033,varname:node_7201,prsc:2,blmd:6,clmp:True|SRC-4856-OUT,DST-7909-OUT;n:type:ShaderForge.SFN_Add,id:7909,x:34236,y:30980,varname:node_7909,prsc:2|A-8765-OUT,B-8930-OUT;n:type:ShaderForge.SFN_ValueProperty,id:9815,x:35086,y:31690,ptovrint:False,ptlb:Tessellation 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; - 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; -/////// Vectors: - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } - } - FallBack "Diffuse" - CustomEditor "ShaderForgeMaterialInspector" -} diff --git a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/Shaders/WaterSurfaceDX11.shader.meta b/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/Shaders/WaterSurfaceDX11.shader.meta deleted file mode 100644 index 8cb3875d..00000000 --- a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/Shaders/WaterSurfaceDX11.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3fef2c61a6f6b0349bd00c0cace9449e -timeCreated: 1452378911 -licenseType: Store -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources/Textures/WaterNormals.png b/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/WaterNormals.png similarity index 100% rename from BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources/Textures/WaterNormals.png rename to BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/WaterNormals.png diff --git a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources/Textures/WaterNormals.png.meta b/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/WaterNormals.png.meta similarity index 100% rename from BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources/Textures/WaterNormals.png.meta rename to BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/WaterNormals.png.meta diff --git a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources.meta b/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources.meta deleted file mode 100644 index 7537c2b5..00000000 --- a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 890928c918bfb2d4f98b36f9d6494ace -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources/Textures.meta b/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources/Textures.meta deleted file mode 100644 index 880040ca..00000000 --- a/BulkCargo_UnityProject/Assets/Scenes/Model/Water Shader/_Resources/Textures.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d641f9176373bb14a9b054bfe04797ba -folderAsset: yes 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