ZhangZhouSpecialEquipment/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Caustics.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// 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 "DCG/Water Shader/Caustics" {
Properties {
_CausticsScale ("Caustics Scale", Float ) = 2
_Caustic ("Caustic", 2D) = "white" {}
_CausticColor ("Caustic Color", Color) = (0.5,0.5,0.5,1)
_CausticIntensity ("Caustic Intensity", Float ) = 3
_HeightCut ("Height Cut", Float ) = -22
_UnderwaterCut ("Underwater Cut", Float ) = 10
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend One One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
uniform float _CausticsScale;
uniform sampler2D _Caustic; uniform float4 _Caustic_ST;
uniform float4 _CausticColor;
uniform float _HeightCut;
uniform float _UnderwaterCut;
uniform float _CausticIntensity;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
/////// Vectors:
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
////// Lighting:
////// Emissive:
float2 node_8193 = (i.posWorld.rgb*_CausticsScale).rb;
float4 _Caustic_var = tex2D(_Caustic,TRANSFORM_TEX(node_8193, _Caustic));
float3 node_7200 = (_CausticIntensity*saturate(((saturate((_CausticColor.rgb*_Caustic_var.rgb))*(1.0 - dot(saturate((_HeightCut+i.posWorld.g)),float3(0.3,0.59,0.11)))*dot(saturate(((i.posWorld.g+_UnderwaterCut)*0.1+0.0)),float3(0.3,0.59,0.11)))*saturate(max(0,dot(lightDirection,i.normalDir))))));
float3 emissive = saturate((node_7200+(saturate((node_7200*3.0+-1.0))*100.0)));
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
uniform float _CausticsScale;
uniform sampler2D _Caustic; uniform float4 _Caustic_ST;
uniform float4 _CausticColor;
uniform float _HeightCut;
uniform float _UnderwaterCut;
uniform float _CausticIntensity;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
/////// Vectors:
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
////// Lighting:
float3 finalColor = 0;
return fixed4(finalColor * 1,0);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}