92 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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| // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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| 
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| Shader "FX/Water (Basic)" {
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| Properties {
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| 	_horizonColor ("Horizon color", COLOR)  = ( .172 , .463 , .435 , 0)
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| 	_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
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| 	[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
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| 	[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
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| 	WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
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| 	}
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| 
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| CGINCLUDE
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| 
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| #include "UnityCG.cginc"
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| 
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| uniform float4 _horizonColor;
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| 
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| uniform float4 WaveSpeed;
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| uniform float _WaveScale;
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| uniform float4 _WaveOffset;
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| 
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| struct appdata {
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| 	float4 vertex : POSITION;
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| 	float3 normal : NORMAL;
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| };
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| 
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| struct v2f {
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| 	float4 pos : SV_POSITION;
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| 	float2 bumpuv[2] : TEXCOORD0;
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| 	float3 viewDir : TEXCOORD2;
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| 	UNITY_FOG_COORDS(3)
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| };
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| 
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| v2f vert(appdata v)
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| {
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| 	v2f o;
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| 	float4 s;
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| 
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| 	o.pos = UnityObjectToClipPos (v.vertex);
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| 
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| 	// scroll bump waves
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| 	float4 temp;
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| 	float4 wpos = mul (unity_ObjectToWorld, v.vertex);
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| 	temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
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| 	o.bumpuv[0] = temp.xy * float2(.4, .45);
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| 	o.bumpuv[1] = temp.wz;
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| 
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| 	// object space view direction
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| 	o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
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| 
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| 	UNITY_TRANSFER_FOG(o,o.pos);
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| 	return o;
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| }
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| 
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| ENDCG
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| 
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| 
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| Subshader {
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| 	Tags { "RenderType"="Opaque" }
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| 	Pass {
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| 
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| CGPROGRAM
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| #pragma vertex vert
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| #pragma fragment frag
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| #pragma multi_compile_fog
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| 
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| sampler2D _BumpMap;
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| sampler2D _ColorControl;
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| 
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| half4 frag( v2f i ) : COLOR
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| {
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| 	half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
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| 	half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
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| 	half3 bump = (bump1 + bump2) * 0.5;
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| 	
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| 	half fresnel = dot( i.viewDir, bump );
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| 	half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
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| 	
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| 	half4 col;
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| 	col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
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| 	col.a = _horizonColor.a;
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| 
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| 	UNITY_APPLY_FOG(i.fogCoord, col);
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| 	return col;
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| }
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| ENDCG
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| 	}
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| }
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| 
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| }
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