TaiZhouCangChu_VRanime/Assets/AQUAS/Shaders/Water/Desktop&Web/River.shader

656 lines
40 KiB
GLSL

Shader "AQUAS/Desktop and Web/Double-Sided/Emissive River" {
Properties {
[NoScaleOffset]_SmallWavesTexture ("Small Waves Texture", 2D) = "bump" {}
_SmallWavesTiling ("Small Waves Tiling", Float ) = 1
_SmallWavesSpeed ("Small Waves Speed", Float ) = -20
_SmallWaveRrefraction ("Small Wave Rrefraction", Range(0, 3)) = 2.2
[NoScaleOffset]_MediumWavesTexture ("Medium Waves Texture", 2D) = "bump" {}
_MediumWavesTiling ("Medium Waves Tiling", Float ) = 0.5
_MediumWavesSpeed ("Medium Waves Speed", Float ) = 40
_MediumWaveRefraction ("Medium Wave Refraction", Range(0, 3)) = 1.8
[NoScaleOffset]_LargeWavesTexture ("Large Waves Texture", 2D) = "bump" {}
_LargeWavesTiling ("Large Waves Tiling", Float ) = 0.3
_LargeWavesSpeed ("Large Waves Speed", Float ) = -40
_LargeWaveRefraction ("Large Wave Refraction", Range(0, 3)) = 1.5
_MainColor ("Main Color", Color) = (0,0.4627451,1,1)
_DeepWaterColor ("Deep Water Color", Color) = (0,0.3411765,0.6235294,1)
_Fade ("Fade", Float ) = 1.45
_Density ("Density", Range(0, 10)) = 1.74
_DepthTransparency ("Depth Transparency", Float ) = 1.5
_ShoreFade ("Shore Fade", Float ) = 0.3
_ShoreTransparency ("Shore Transparency", Float ) = 0.04
_WaveBlend ("Wave Blend", Float ) = 0.77
_WaveFade ("Wave Fade", Float ) = 1.19
[MaterialToggle] _EnableReflections ("Enable Reflections", Float ) = 0
_ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 0.5
_Distortion ("Distortion", Range(0, 2)) = 0.3
_Specular ("Specular", Float ) = 1
_Gloss ("Gloss", Range(0, 1)) = 0.55
_LightWrapping ("Light Wrapping", Float ) = 0
[HideInInspector]_ReflectionTex ("Reflection Tex", 2D) = "white" {}
[NoScaleOffset]_FoamTexture ("Foam Texture", 2D) = "white" {}
_FoamTiling ("Foam Tiling", Float ) = 3
_FoamBlend ("Foam Blend", Float ) = 0.15
_FoamVisibility ("Foam Visibility", Range(0, 1)) = 0.3
_FoamIntensity ("Foam Intensity", Float ) = 10
_FoamContrast ("Foam Contrast", Range(0, 0.5)) = 0.25
_FoamColor ("Foam Color", Color) = (0.3823529,0.3879758,0.3879758,1)
_FoamSpeed ("Foam Speed", Float ) = 120
_FoamDistFalloff ("Foam Dist. Falloff", Float ) = 16
_FoamDistFade ("Foam Dist. Fade", Float ) = 9.5
[MaterialToggle] _UnderwaterMode ("Underwater Mode", Float ) = 0
[MaterialToggle] _EnableCustomFog ("Enable Custom Fog", Float ) = 3.654843
_FogColor ("Fog Color", Color) = (1,1,1,1)
_FogDistance ("Fog Distance", Float ) = 1000
_FogFade ("Fog Fade", Float ) = 1
_FlowMap ("Flow Map", 2D) = "white" {}
_FlowSpeed ("Flow Speed", Float ) = 5
[MaterialToggle] _UsingLinearColorSpace ("Using Linear Color Space", Float ) = 0
_MediumTilingDistance ("Medium Tiling Distance", Float ) = 50
_DistanceTilingFade ("Distance Tiling Fade", Float ) = 1
_LongTilingDistance ("Long Tiling Distance", Float ) = 200
_RefractionDistance ("Refraction Distance", Float ) = 0
_RefractionFalloff ("Refraction Falloff", Float ) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
LOD 128
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal xboxone ps4 psp2 n3ds wiiu
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform sampler2D _CameraDepthTexture;
uniform float _Gloss;
uniform float _SmallWaveRrefraction;
uniform float _Density;
uniform float4 _MainColor;
uniform float _Fade;
uniform float4 _DeepWaterColor;
uniform float _SmallWavesSpeed;
uniform float _SmallWavesTiling;
uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST;
uniform float _ReflectionIntensity;
uniform fixed _EnableReflections;
uniform float _MediumWavesTiling;
uniform float _MediumWavesSpeed;
uniform float _MediumWaveRefraction;
uniform float _LargeWaveRefraction;
uniform float _LargeWavesTiling;
uniform float _LargeWavesSpeed;
uniform float _DepthTransparency;
uniform float _FoamBlend;
uniform float4 _FoamColor;
uniform float _FoamIntensity;
uniform float _FoamContrast;
uniform sampler2D _FoamTexture;
uniform float _FoamSpeed;
uniform float _FoamTiling;
uniform float _FoamDistFalloff;
uniform float _FoamDistFade;
uniform float _FoamVisibility;
uniform fixed _UnderwaterMode;
uniform float _ShoreFade;
uniform float _ShoreTransparency;
uniform float _LightWrapping;
uniform float _Specular;
uniform float _Distortion;
uniform fixed _EnableCustomFog;
uniform float4 _FogColor;
uniform float _FogDistance;
uniform float _FogFade;
uniform sampler2D _FlowMap; uniform float4 _FlowMap_ST;
uniform float _FlowSpeed;
uniform sampler2D _SmallWavesTexture;
uniform sampler2D _LargeWavesTexture;
uniform sampler2D _MediumWavesTexture;
uniform float _MediumTilingDistance;
uniform float _DistanceTilingFade;
uniform float _LongTilingDistance;
uniform float _RefractionDistance;
uniform float _RefractionFalloff;
uniform fixed _UsingLinearColorSpace;
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 projPos : TEXCOORD5;
UNITY_FOG_COORDS(6)
};
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;
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);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
float3 objScale = 1.0/recipObjScale;
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float _value1 = 1000.0;
float2 _division1 = ((objScale.rb*_SmallWavesTiling)/_value1);
float4 _timer1 = _Time;
float2 _smallWavesPanner = (i.uv0+(float3((_SmallWavesSpeed/_division1),0.0)*(_timer1.r/100.0)));
float4 _FlowMap_var = tex2D(_FlowMap,TRANSFORM_TEX(i.uv0, _FlowMap));
float2 _flowReMap = ((lerp( _FlowMap_var.rgb, pow(_FlowMap_var.rgb,(1.0/2.2)), _UsingLinearColorSpace ).rg*1.0+-0.5)*(_FlowSpeed*(-1.0)));
float4 _flowMapTimer = _Time;
float _flowMapTimeRead = frac(_flowMapTimer.r);
float2 _flowMapStretch1 = (_flowReMap*_flowMapTimeRead);
float2 node_1318 = (_smallWavesPanner+_flowMapStretch1);
float2 _multiplier2 = (node_1318*_division1);
float3 _SmallWavesTexNF = UnpackNormal(tex2D(_SmallWavesTexture,_multiplier2));
float _flowMapLerpValue = 0.5;
float2 _flowMapStretch2 = (_flowReMap*frac((_flowMapTimer.r+_flowMapLerpValue)));
float2 node_7539 = (_smallWavesPanner+_flowMapStretch2);
float2 _multiplier11 = (node_7539*_division1);
float3 _SmallWavesTexF = UnpackNormal(tex2D(_SmallWavesTexture,_multiplier11));
float _flowMapLerpControl = abs(((_flowMapLerpValue-_flowMapTimeRead)/_flowMapLerpValue));
float node_5721 = _flowMapLerpControl;
float node_4306 = 10.0;
float2 node_5474 = (_division1/node_4306);
float2 node_4962 = (node_1318*node_5474);
float3 _node_8854 = UnpackNormal(tex2D(_SmallWavesTexture,node_4962));
float2 node_250 = (node_7539*node_5474);
float3 _node_9704 = UnpackNormal(tex2D(_SmallWavesTexture,node_250));
float node_4017 = distance(i.posWorld.rgb,_WorldSpaceCameraPos);
float node_7914 = saturate(pow((node_4017/_MediumTilingDistance),_DistanceTilingFade));
float node_1864 = 20.0;
float2 node_3689 = (_division1/node_1864);
float2 node_6944 = (node_1318*node_3689);
float3 _node_8853 = UnpackNormal(tex2D(_SmallWavesTexture,node_6944));
float2 node_9312 = (node_7539*node_3689);
float3 _node_1159 = UnpackNormal(tex2D(_SmallWavesTexture,node_9312));
float node_7910 = saturate(pow((node_4017/_LongTilingDistance),_DistanceTilingFade));
float2 _division2 = ((objScale.rb*_MediumWavesTiling)/_value1);
float4 _timer2 = _Time;
float2 _mediumWavesPanner = (i.uv0+(float3((_MediumWavesSpeed/_division2),0.0)*(_timer2.r/100.0)));
float2 node_8155 = (_mediumWavesPanner+_flowMapStretch1);
float2 _multiplier3 = (node_8155*_division2);
float3 _node_839 = UnpackNormal(tex2D(_MediumWavesTexture,_multiplier3));
float2 node_3329 = (_mediumWavesPanner+_flowMapStretch2);
float2 node_2709 = (node_3329*_division2);
float3 _MediumWavesTexF = UnpackNormal(tex2D(_MediumWavesTexture,node_2709));
float2 node_2866 = (_division2/node_4306);
float2 node_1497 = (node_8155*node_2866);
float3 _node_8779 = UnpackNormal(tex2D(_MediumWavesTexture,node_1497));
float2 node_1477 = (node_3329*node_2866);
float3 _node_1067 = UnpackNormal(tex2D(_MediumWavesTexture,node_1477));
float2 node_2018 = (_division2/node_1864);
float2 node_4729 = (node_8155*node_2018);
float3 _node_4307 = UnpackNormal(tex2D(_MediumWavesTexture,node_4729));
float2 node_9293 = (node_3329*node_2018);
float3 _node_5369 = UnpackNormal(tex2D(_MediumWavesTexture,node_9293));
float2 _division3 = ((objScale.rb*_LargeWavesTiling)/_value1);
float4 _timer3 = _Time;
float2 _largeWavesPanner = (i.uv0+(float3(0.0,(_LargeWavesSpeed/_division3))*(_timer3.r/100.0)));
float2 node_4344 = (_largeWavesPanner+_flowMapStretch1);
float2 _multiplier4 = (node_4344*_division3);
float3 _LargeWavesTexNF = UnpackNormal(tex2D(_LargeWavesTexture,_multiplier4));
float2 node_6670 = (_largeWavesPanner+_flowMapStretch2);
float2 node_9787 = (node_6670*_division3);
float3 _LargeWavesTexF = UnpackNormal(tex2D(_LargeWavesTexture,node_9787));
float2 node_5083 = (_division3/node_4306);
float2 node_6121 = (node_4344*node_5083);
float3 _node_4423 = UnpackNormal(tex2D(_LargeWavesTexture,node_6121));
float2 node_6938 = (node_6670*node_5083);
float3 _node_4609 = UnpackNormal(tex2D(_LargeWavesTexture,node_6938));
float2 node_4892 = (_division3/node_1864);
float2 node_2573 = (node_4344*node_4892);
float3 _node_4021 = UnpackNormal(tex2D(_LargeWavesTexture,node_2573));
float2 node_988 = (node_6670*node_4892);
float3 _node_590 = UnpackNormal(tex2D(_LargeWavesTexture,node_988));
float3 _add1 = (lerp(float3(0,0,1),lerp(lerp(lerp(_SmallWavesTexNF.rgb,_SmallWavesTexF.rgb,node_5721),lerp(_node_8854.rgb,_node_9704.rgb,node_5721),node_7914),lerp(_node_8853.rgb,_node_1159.rgb,node_5721),node_7910),_SmallWaveRrefraction)+lerp(float3(0,0,1),lerp(lerp(lerp(_node_839.rgb,_MediumWavesTexF.rgb,_flowMapLerpControl),lerp(_node_8779.rgb,_node_1067.rgb,_flowMapLerpControl),node_7914),lerp(_node_4307.rgb,_node_5369.rgb,_flowMapLerpControl),node_7910),_MediumWaveRefraction)+lerp(float3(0,0,1),lerp(lerp(lerp(_LargeWavesTexNF.rgb,_LargeWavesTexF.rgb,_flowMapLerpControl),lerp(_node_4423.rgb,_node_4609.rgb,_flowMapLerpControl),node_7914),lerp(_node_4021.rgb,_node_590.rgb,_flowMapLerpControl),node_7910),_LargeWaveRefraction));
float3 normalLocal = _add1;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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);
float _multiplier1 = (pow(saturate((sceneZ-partZ)/_DepthTransparency),_ShoreFade)*saturate((sceneZ-partZ)/_ShoreTransparency));
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + lerp(((_add1.rg*(_MediumWaveRefraction*0.02))*_multiplier1),float2(0,0),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_RefractionDistance),_RefractionFalloff)));
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0 + 1.0 );
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.boxMin[1] = unity_SpecCube1_BoxMin;
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
d.probeHDR[0] = unity_SpecCube0_HDR;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float3 specularColor = (_Specular*_LightColor0.rgb);
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
float3 indirectSpecular = (gi.indirect.specular)*specularColor;
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = dot( normalDirection, lightDirection );
float3 w = float3(_LightWrapping,_LightWrapping,_LightWrapping)*0.5; // Light wrapping
float3 NdotLWrap = NdotL * ( 1.0 - w );
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = forwardLight * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float3 _vector31 = float3(0,0,0);
float _value2 = 1.0;
float3 _blend1 = saturate((_DeepWaterColor.rgb+(sceneColor.rgb*pow(saturate((_value2 + ( ((max(0, LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sceneUVs)) - _ProjectionParams.g)-partZ) - _vector31) * (0.5 - _value2) ) / ((_MainColor.rgb*(10.0/_Density)) - _vector31))),_Fade))));
float2 _mask1 = _add1.rg;
float2 _remap = (((sceneUVs * 2 - 1).rg+(float2(_mask1.r,_mask1.g)*_Distortion))*0.5+0.5);
float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(_remap, _ReflectionTex));
float _rotator1_ang = 1.5708;
float _rotator1_spd = 1.0;
float _rotator1_cos = cos(_rotator1_spd*_rotator1_ang);
float _rotator1_sin = sin(_rotator1_spd*_rotator1_ang);
float2 _rotator1_piv = float2(0.5,0.5);
float2 _rotator1 = (mul(i.uv0-_rotator1_piv,float2x2( _rotator1_cos, -_rotator1_sin, _rotator1_sin, _rotator1_cos))+_rotator1_piv);
float2 _mask2 = objScale.rb;
float _value4 = 1000.0;
float2 _division4 = ((_mask2*_FoamTiling)/_value4);
float4 _timer4 = _Time;
float3 _multiplier6 = (float3((_FoamSpeed/_division4),0.0)*(_timer4.r/100.0));
float2 _add2 = (_rotator1+_multiplier6);
float2 _multiplier7 = (_add2*_division4);
float4 _texture4 = tex2D(_FoamTexture,_multiplier7);
float2 _add3 = (i.uv0+_multiplier6);
float2 _multiplier8 = (_add3*_division4);
float4 _texture5 = tex2D(_FoamTexture,_multiplier8);
float2 _division5 = ((_mask2*(_FoamTiling/3.0))/_value4);
float2 _multiplier9 = (_add2*_division5);
float4 _texture6 = tex2D(_FoamTexture,_multiplier9);
float2 _multiplier10 = (_add3*_division5);
float4 _texture7 = tex2D(_FoamTexture,_multiplier10);
float _value3 = 0.0;
float3 _multiplier5 = ((((_value3 + ( (dot(lerp((_texture4.rgb-_texture5.rgb),(_texture6.rgb-_texture7.rgb),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FoamDistFade),_FoamDistFalloff))),float3(0.3,0.59,0.11)) - _FoamContrast) * (1.0 - _value3) ) / ((1.0 - _FoamContrast) - _FoamContrast))*_FoamColor.rgb)*(_FoamIntensity*(-1.0)))*(saturate((sceneZ-partZ)/_FoamBlend)*-1.0+1.0));
float3 _lerp1 = lerp(lerp( _blend1, lerp(_blend1,_ReflectionTex_var.rgb,_ReflectionIntensity), _EnableReflections ),(_multiplier5*_multiplier5),_FoamVisibility);
float3 diffuseColor = lerp( _lerp1, lerp(_lerp1,_FogColor.rgb,saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FogDistance),_FogFade))), _EnableCustomFog );
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,lerp( _multiplier1, 0.2, _UnderwaterMode )),1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal xboxone ps4 psp2 n3ds wiiu
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform sampler2D _CameraDepthTexture;
uniform float _Gloss;
uniform float _SmallWaveRrefraction;
uniform float _Density;
uniform float4 _MainColor;
uniform float _Fade;
uniform float4 _DeepWaterColor;
uniform float _SmallWavesSpeed;
uniform float _SmallWavesTiling;
uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST;
uniform float _ReflectionIntensity;
uniform fixed _EnableReflections;
uniform float _MediumWavesTiling;
uniform float _MediumWavesSpeed;
uniform float _MediumWaveRefraction;
uniform float _LargeWaveRefraction;
uniform float _LargeWavesTiling;
uniform float _LargeWavesSpeed;
uniform float _DepthTransparency;
uniform float _FoamBlend;
uniform float4 _FoamColor;
uniform float _FoamIntensity;
uniform float _FoamContrast;
uniform sampler2D _FoamTexture;
uniform float _FoamSpeed;
uniform float _FoamTiling;
uniform float _FoamDistFalloff;
uniform float _FoamDistFade;
uniform float _FoamVisibility;
uniform fixed _UnderwaterMode;
uniform float _ShoreFade;
uniform float _ShoreTransparency;
uniform float _LightWrapping;
uniform float _Specular;
uniform float _Distortion;
uniform fixed _EnableCustomFog;
uniform float4 _FogColor;
uniform float _FogDistance;
uniform float _FogFade;
uniform sampler2D _FlowMap; uniform float4 _FlowMap_ST;
uniform float _FlowSpeed;
uniform sampler2D _SmallWavesTexture;
uniform sampler2D _LargeWavesTexture;
uniform sampler2D _MediumWavesTexture;
uniform float _MediumTilingDistance;
uniform float _DistanceTilingFade;
uniform float _LongTilingDistance;
uniform float _RefractionDistance;
uniform float _RefractionFalloff;
uniform fixed _UsingLinearColorSpace;
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 projPos : TEXCOORD5;
LIGHTING_COORDS(6,7)
UNITY_FOG_COORDS(8)
};
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;
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);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
float3 objScale = 1.0/recipObjScale;
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float _value1 = 1000.0;
float2 _division1 = ((objScale.rb*_SmallWavesTiling)/_value1);
float4 _timer1 = _Time;
float2 _smallWavesPanner = (i.uv0+(float3((_SmallWavesSpeed/_division1),0.0)*(_timer1.r/100.0)));
float4 _FlowMap_var = tex2D(_FlowMap,TRANSFORM_TEX(i.uv0, _FlowMap));
float2 _flowReMap = ((lerp( _FlowMap_var.rgb, pow(_FlowMap_var.rgb,(1.0/2.2)), _UsingLinearColorSpace ).rg*1.0+-0.5)*(_FlowSpeed*(-1.0)));
float4 _flowMapTimer = _Time;
float _flowMapTimeRead = frac(_flowMapTimer.r);
float2 _flowMapStretch1 = (_flowReMap*_flowMapTimeRead);
float2 node_1318 = (_smallWavesPanner+_flowMapStretch1);
float2 _multiplier2 = (node_1318*_division1);
float3 _SmallWavesTexNF = UnpackNormal(tex2D(_SmallWavesTexture,_multiplier2));
float _flowMapLerpValue = 0.5;
float2 _flowMapStretch2 = (_flowReMap*frac((_flowMapTimer.r+_flowMapLerpValue)));
float2 node_7539 = (_smallWavesPanner+_flowMapStretch2);
float2 _multiplier11 = (node_7539*_division1);
float3 _SmallWavesTexF = UnpackNormal(tex2D(_SmallWavesTexture,_multiplier11));
float _flowMapLerpControl = abs(((_flowMapLerpValue-_flowMapTimeRead)/_flowMapLerpValue));
float node_5721 = _flowMapLerpControl;
float node_4306 = 10.0;
float2 node_5474 = (_division1/node_4306);
float2 node_4962 = (node_1318*node_5474);
float3 _node_8854 = UnpackNormal(tex2D(_SmallWavesTexture,node_4962));
float2 node_250 = (node_7539*node_5474);
float3 _node_9704 = UnpackNormal(tex2D(_SmallWavesTexture,node_250));
float node_4017 = distance(i.posWorld.rgb,_WorldSpaceCameraPos);
float node_7914 = saturate(pow((node_4017/_MediumTilingDistance),_DistanceTilingFade));
float node_1864 = 20.0;
float2 node_3689 = (_division1/node_1864);
float2 node_6944 = (node_1318*node_3689);
float3 _node_8853 = UnpackNormal(tex2D(_SmallWavesTexture,node_6944));
float2 node_9312 = (node_7539*node_3689);
float3 _node_1159 = UnpackNormal(tex2D(_SmallWavesTexture,node_9312));
float node_7910 = saturate(pow((node_4017/_LongTilingDistance),_DistanceTilingFade));
float2 _division2 = ((objScale.rb*_MediumWavesTiling)/_value1);
float4 _timer2 = _Time;
float2 _mediumWavesPanner = (i.uv0+(float3((_MediumWavesSpeed/_division2),0.0)*(_timer2.r/100.0)));
float2 node_8155 = (_mediumWavesPanner+_flowMapStretch1);
float2 _multiplier3 = (node_8155*_division2);
float3 _node_839 = UnpackNormal(tex2D(_MediumWavesTexture,_multiplier3));
float2 node_3329 = (_mediumWavesPanner+_flowMapStretch2);
float2 node_2709 = (node_3329*_division2);
float3 _MediumWavesTexF = UnpackNormal(tex2D(_MediumWavesTexture,node_2709));
float2 node_2866 = (_division2/node_4306);
float2 node_1497 = (node_8155*node_2866);
float3 _node_8779 = UnpackNormal(tex2D(_MediumWavesTexture,node_1497));
float2 node_1477 = (node_3329*node_2866);
float3 _node_1067 = UnpackNormal(tex2D(_MediumWavesTexture,node_1477));
float2 node_2018 = (_division2/node_1864);
float2 node_4729 = (node_8155*node_2018);
float3 _node_4307 = UnpackNormal(tex2D(_MediumWavesTexture,node_4729));
float2 node_9293 = (node_3329*node_2018);
float3 _node_5369 = UnpackNormal(tex2D(_MediumWavesTexture,node_9293));
float2 _division3 = ((objScale.rb*_LargeWavesTiling)/_value1);
float4 _timer3 = _Time;
float2 _largeWavesPanner = (i.uv0+(float3(0.0,(_LargeWavesSpeed/_division3))*(_timer3.r/100.0)));
float2 node_4344 = (_largeWavesPanner+_flowMapStretch1);
float2 _multiplier4 = (node_4344*_division3);
float3 _LargeWavesTexNF = UnpackNormal(tex2D(_LargeWavesTexture,_multiplier4));
float2 node_6670 = (_largeWavesPanner+_flowMapStretch2);
float2 node_9787 = (node_6670*_division3);
float3 _LargeWavesTexF = UnpackNormal(tex2D(_LargeWavesTexture,node_9787));
float2 node_5083 = (_division3/node_4306);
float2 node_6121 = (node_4344*node_5083);
float3 _node_4423 = UnpackNormal(tex2D(_LargeWavesTexture,node_6121));
float2 node_6938 = (node_6670*node_5083);
float3 _node_4609 = UnpackNormal(tex2D(_LargeWavesTexture,node_6938));
float2 node_4892 = (_division3/node_1864);
float2 node_2573 = (node_4344*node_4892);
float3 _node_4021 = UnpackNormal(tex2D(_LargeWavesTexture,node_2573));
float2 node_988 = (node_6670*node_4892);
float3 _node_590 = UnpackNormal(tex2D(_LargeWavesTexture,node_988));
float3 _add1 = (lerp(float3(0,0,1),lerp(lerp(lerp(_SmallWavesTexNF.rgb,_SmallWavesTexF.rgb,node_5721),lerp(_node_8854.rgb,_node_9704.rgb,node_5721),node_7914),lerp(_node_8853.rgb,_node_1159.rgb,node_5721),node_7910),_SmallWaveRrefraction)+lerp(float3(0,0,1),lerp(lerp(lerp(_node_839.rgb,_MediumWavesTexF.rgb,_flowMapLerpControl),lerp(_node_8779.rgb,_node_1067.rgb,_flowMapLerpControl),node_7914),lerp(_node_4307.rgb,_node_5369.rgb,_flowMapLerpControl),node_7910),_MediumWaveRefraction)+lerp(float3(0,0,1),lerp(lerp(lerp(_LargeWavesTexNF.rgb,_LargeWavesTexF.rgb,_flowMapLerpControl),lerp(_node_4423.rgb,_node_4609.rgb,_flowMapLerpControl),node_7914),lerp(_node_4021.rgb,_node_590.rgb,_flowMapLerpControl),node_7910),_LargeWaveRefraction));
float3 normalLocal = _add1;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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);
float _multiplier1 = (pow(saturate((sceneZ-partZ)/_DepthTransparency),_ShoreFade)*saturate((sceneZ-partZ)/_ShoreTransparency));
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + lerp(((_add1.rg*(_MediumWaveRefraction*0.02))*_multiplier1),float2(0,0),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_RefractionDistance),_RefractionFalloff)));
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float3 specularColor = (_Specular*_LightColor0.rgb);
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/////// Diffuse:
NdotL = dot( normalDirection, lightDirection );
float3 w = float3(_LightWrapping,_LightWrapping,_LightWrapping)*0.5; // Light wrapping
float3 NdotLWrap = NdotL * ( 1.0 - w );
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = forwardLight * attenColor;
float3 _vector31 = float3(0,0,0);
float _value2 = 1.0;
float3 _blend1 = saturate((_DeepWaterColor.rgb+(sceneColor.rgb*pow(saturate((_value2 + ( ((max(0, LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sceneUVs)) - _ProjectionParams.g)-partZ) - _vector31) * (0.5 - _value2) ) / ((_MainColor.rgb*(10.0/_Density)) - _vector31))),_Fade))));
float2 _mask1 = _add1.rg;
float2 _remap = (((sceneUVs * 2 - 1).rg+(float2(_mask1.r,_mask1.g)*_Distortion))*0.5+0.5);
float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(_remap, _ReflectionTex));
float _rotator1_ang = 1.5708;
float _rotator1_spd = 1.0;
float _rotator1_cos = cos(_rotator1_spd*_rotator1_ang);
float _rotator1_sin = sin(_rotator1_spd*_rotator1_ang);
float2 _rotator1_piv = float2(0.5,0.5);
float2 _rotator1 = (mul(i.uv0-_rotator1_piv,float2x2( _rotator1_cos, -_rotator1_sin, _rotator1_sin, _rotator1_cos))+_rotator1_piv);
float2 _mask2 = objScale.rb;
float _value4 = 1000.0;
float2 _division4 = ((_mask2*_FoamTiling)/_value4);
float4 _timer4 = _Time;
float3 _multiplier6 = (float3((_FoamSpeed/_division4),0.0)*(_timer4.r/100.0));
float2 _add2 = (_rotator1+_multiplier6);
float2 _multiplier7 = (_add2*_division4);
float4 _texture4 = tex2D(_FoamTexture,_multiplier7);
float2 _add3 = (i.uv0+_multiplier6);
float2 _multiplier8 = (_add3*_division4);
float4 _texture5 = tex2D(_FoamTexture,_multiplier8);
float2 _division5 = ((_mask2*(_FoamTiling/3.0))/_value4);
float2 _multiplier9 = (_add2*_division5);
float4 _texture6 = tex2D(_FoamTexture,_multiplier9);
float2 _multiplier10 = (_add3*_division5);
float4 _texture7 = tex2D(_FoamTexture,_multiplier10);
float _value3 = 0.0;
float3 _multiplier5 = ((((_value3 + ( (dot(lerp((_texture4.rgb-_texture5.rgb),(_texture6.rgb-_texture7.rgb),saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FoamDistFade),_FoamDistFalloff))),float3(0.3,0.59,0.11)) - _FoamContrast) * (1.0 - _value3) ) / ((1.0 - _FoamContrast) - _FoamContrast))*_FoamColor.rgb)*(_FoamIntensity*(-1.0)))*(saturate((sceneZ-partZ)/_FoamBlend)*-1.0+1.0));
float3 _lerp1 = lerp(lerp( _blend1, lerp(_blend1,_ReflectionTex_var.rgb,_ReflectionIntensity), _EnableReflections ),(_multiplier5*_multiplier5),_FoamVisibility);
float3 diffuseColor = lerp( _lerp1, lerp(_lerp1,_FogColor.rgb,saturate(pow((distance(i.posWorld.rgb,_WorldSpaceCameraPos)/_FogDistance),_FogFade))), _EnableCustomFog );
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * lerp( _multiplier1, 0.2, _UnderwaterMode ),0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal xboxone ps4 psp2 n3ds wiiu
#pragma target 3.0
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Legacy Shaders/Diffuse"
}