NanDaEnvironmentalProtection/Assets/mod/Water Shader/Shaders/UnderWaterDistortion.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.18
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Hidden/DCG/Water Shader/Underwater" {
Properties {
_Intensity ("Intensity", Float ) = 0.1
_Speed ("Speed", Float ) = 0.7
_Distortion ("Distortion", 2D) = "bump" {}
_Tint ("Tint", Color) = (0.275519,0.6100883,0.7205882,0)
_Scale ("Scale", Float ) = 1
_MainTex ("MainTex", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _Intensity;
uniform float _Speed;
uniform sampler2D _Distortion; uniform float4 _Distortion_ST;
uniform float4 _Tint;
uniform float _Scale;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(VertexOutput i) : COLOR {
/////// Vectors:
////// Lighting:
float4 node_6750 = _Time + _TimeEditor;
float node_61 = (_Speed*node_6750.r);
float2 node_44 = (i.uv0*_Scale);
float2 node_6155 = (node_44+node_61*float2(1,-1));
float3 node_751 = UnpackNormal(tex2D(_Distortion,TRANSFORM_TEX(node_6155, _Distortion)));
float2 node_6391 = ((node_44+float2(0.5,0.5))+node_61*float2(-1,1));
float3 node_6741 = UnpackNormal(tex2D(_Distortion,TRANSFORM_TEX(node_6391, _Distortion)));
float2 node_3865 = (i.uv0+(float2((node_751.r+node_6741.r),(node_751.g+node_6741.g))*_Intensity));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_3865, _MainTex));
float3 finalColor = (_MainTex_var.rgb*_Tint.rgb);
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Unlit/Texture"
CustomEditor "ShaderForgeMaterialInspector"
}