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@ -0,0 +1,393 @@ |
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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// Shader created with Shader Forge v1.30 |
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ |
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// Note: Manually altering this data may prevent you from opening it in Shader Forge |
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/*SF_DATA;ver:1.30;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:1,x:33430,y:32397,varname:node_1,prsc:2|diff-7524-OUT,alpha-677-OUT,voffset-4711-OUT;n:type:ShaderForge.SFN_Distance,id:9544,x:31798,y:32501,varname:node_9544,prsc:2|A-1960-UVOUT,B-7815-OUT;n:type:ShaderForge.SFN_TexCoord,id:1960,x:31563,y:32410,varname:node_1960,prsc:2,uv:0;n:type:ShaderForge.SFN_Vector2,id:7815,x:31563,y:32587,varname:node_7815,prsc:2,v1:0.5,v2:0.5;n:type:ShaderForge.SFN_Add,id:7248,x:32013,y:32501,varname:node_7248,prsc:2|A-9544-OUT,B-8808-OUT;n:type:ShaderForge.SFN_Sin,id:5748,x:32366,y:32520,varname:node_5748,prsc:2|IN-6766-OUT;n:type:ShaderForge.SFN_RemapRange,id:8808,x:31776,y:32721,varname:node_8808,prsc:2,frmn:0,frmx:2,tomn:0,tomx:1|IN-9742-OUT;n:type:ShaderForge.SFN_Multiply,id:6766,x:32198,y:32520,varname:node_6766,prsc:2|A-7248-OUT,B-1783-OUT;n:type:ShaderForge.SFN_Slider,id:1783,x:31895,y:32812,ptovrint:False,ptlb:Ring_Amount,ptin:_Ring_Amount,varname:node_1783,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:19.17478,max:200;n:type:ShaderForge.SFN_Time,id:8294,x:31085,y:32629,varname:node_8294,prsc:2;n:type:ShaderForge.SFN_OneMinus,id:6695,x:31563,y:32739,varname:node_6695,prsc:2|IN-5972-OUT;n:type:ShaderForge.SFN_NormalVector,id:5768,x:32771,y:33002,prsc:2,pt:False;n:type:ShaderForge.SFN_Multiply,id:4711,x:33050,y:32857,varname:node_4711,prsc:2|A-118-OUT,B-5768-OUT;n:type:ShaderForge.SFN_Color,id:5556,x:32639,y:32012,ptovrint:False,ptlb:FoamColor,ptin:_FoamColor,varname:node_5556,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:118,x:32652,y:32879,varname:node_118,prsc:2|A-5748-OUT,B-3985-OUT;n:type:ShaderForge.SFN_Slider,id:3985,x:32250,y:33044,ptovrint:False,ptlb:WaveHeight,ptin:_WaveHeight,varname:node_3985,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:5.549279,max:10;n:type:ShaderForge.SFN_Slider,id:9742,x:30915,y:32824,ptovrint:False,ptlb:Speed,ptin:_Speed,varname:node_9742,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:-1,max:1.5;n:type:ShaderForge.SFN_Clamp01,id:1198,x:32804,y:32376,varname:node_1198,prsc:2|IN-5748-OUT;n:type:ShaderForge.SFN_Multiply,id:677,x:33117,y:32477,varname:node_677,prsc:2|A-1198-OUT,B-2892-OUT,C-6357-OUT;n:type:ShaderForge.SFN_OneMinus,id:9994,x:32013,y:32251,varname:node_9994,prsc:2|IN-9544-OUT;n:type:ShaderForge.SFN_Round,id:2892,x:32210,y:32251,varname:node_2892,prsc:2|IN-9994-OUT;n:type:ShaderForge.SFN_Multiply,id:7524,x:33117,y:32314,varname:node_7524,prsc:2|A-5556-RGB,B-1198-OUT;n:type:ShaderForge.SFN_Multiply,id:5972,x:31340,y:32739,varname:node_5972,prsc:2|A-8294-T,B-9742-OUT;n:type:ShaderForge.SFN_Slider,id:6357,x:32597,y:32713,ptovrint:False,ptlb:Fade,ptin:_Fade,varname:node_6357,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;proporder:1783-5556-3985-9742-6357;pass:END;sub:END;*/ |
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Shader "LightHouse/WaterShader" { |
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Properties { |
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_Ring_Amount ("Ring_Amount", Range(1, 200)) = 19.17478 |
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_FoamColor ("FoamColor", Color) = (1,1,1,1) |
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_WaveHeight ("WaveHeight", Range(1, 10)) = 5.549279 |
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_Speed ("Speed", Range(-1, 1.5)) = -1 |
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_Fade ("Fade", Range(0, 1)) = 1 |
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 |
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} |
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SubShader { |
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Tags { |
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"IgnoreProjector"="True" |
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"Queue"="Transparent" |
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"RenderType"="Transparent" |
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} |
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Pass { |
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Name "FORWARD" |
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Tags { |
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"LightMode"="ForwardBase" |
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} |
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Blend SrcAlpha OneMinusSrcAlpha |
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ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#define UNITY_PASS_FORWARDBASE |
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#include "UnityPBSLighting.cginc" |
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#include "UnityStandardBRDF.cginc" |
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#pragma multi_compile_fwdbase |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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#pragma multi_compile_fog |
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#pragma exclude_renderers xbox360 ps3 |
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#pragma target 3.0 |
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uniform float _Ring_Amount; |
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uniform float4 _FoamColor; |
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uniform float _WaveHeight; |
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uniform float _Speed; |
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uniform float _Fade; |
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struct VertexInput { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float2 texcoord0 : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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float2 texcoord2 : TEXCOORD2; |
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}; |
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struct VertexOutput { |
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float4 pos : SV_POSITION; |
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float2 uv0 : TEXCOORD0; |
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float2 uv1 : TEXCOORD1; |
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float2 uv2 : TEXCOORD2; |
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float4 posWorld : TEXCOORD3; |
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float3 normalDir : TEXCOORD4; |
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float3 tangentDir : TEXCOORD5; |
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float3 bitangentDir : TEXCOORD6; |
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UNITY_FOG_COORDS(7) |
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) |
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float4 ambientOrLightmapUV : TEXCOORD8; |
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#endif |
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}; |
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VertexOutput vert (VertexInput v) { |
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VertexOutput o = (VertexOutput)0; |
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o.uv0 = v.texcoord0; |
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o.uv1 = v.texcoord1; |
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o.uv2 = v.texcoord2; |
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#ifdef LIGHTMAP_ON |
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; |
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o.ambientOrLightmapUV.zw = 0; |
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#elif UNITY_SHOULD_SAMPLE_SH |
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#endif |
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#ifdef DYNAMICLIGHTMAP_ON |
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; |
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#endif |
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o.normalDir = UnityObjectToWorldNormal(v.normal); |
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); |
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); |
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float node_9544 = distance(o.uv0,float2(0.5,0.5)); |
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float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); |
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v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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float3 lightColor = _LightColor0.rgb; |
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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return o; |
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} |
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float4 frag(VertexOutput i) : COLOR { |
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i.normalDir = normalize(i.normalDir); |
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); |
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); |
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float3 normalDirection = i.normalDir; |
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); |
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); |
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float3 lightColor = _LightColor0.rgb; |
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////// Lighting: |
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float attenuation = 1; |
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float3 attenColor = attenuation * _LightColor0.xyz; |
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/////// GI Data: |
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UnityLight light; |
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#ifdef LIGHTMAP_OFF |
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light.color = lightColor; |
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light.dir = lightDirection; |
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light.ndotl = LambertTerm (normalDirection, light.dir); |
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#else |
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light.color = half3(0.f, 0.f, 0.f); |
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light.ndotl = 0.0f; |
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light.dir = half3(0.f, 0.f, 0.f); |
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#endif |
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UnityGIInput d; |
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d.light = light; |
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d.worldPos = i.posWorld.xyz; |
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d.worldViewDir = viewDirection; |
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d.atten = attenuation; |
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) |
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d.ambient = 0; |
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d.lightmapUV = i.ambientOrLightmapUV; |
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#else |
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d.ambient = i.ambientOrLightmapUV; |
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#endif |
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Unity_GlossyEnvironmentData ugls_en_data; |
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ugls_en_data.roughness = 1.0 - 0; |
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ugls_en_data.reflUVW = viewReflectDirection; |
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); |
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lightDirection = gi.light.dir; |
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lightColor = gi.light.color; |
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/////// Diffuse: |
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float NdotL = max(0.0,dot( normalDirection, lightDirection )); |
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float3 directDiffuse = max( 0.0, NdotL) * attenColor; |
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float3 indirectDiffuse = float3(0,0,0); |
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indirectDiffuse += gi.indirect.diffuse; |
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float node_9544 = distance(i.uv0,float2(0.5,0.5)); |
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float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); |
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float node_1198 = saturate(node_5748); |
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float3 diffuseColor = (_FoamColor.rgb*node_1198); |
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; |
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/// Final Color: |
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float3 finalColor = diffuse; |
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fixed4 finalRGBA = fixed4(finalColor,(node_1198*round((1.0 - node_9544))*_Fade)); |
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA); |
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return finalRGBA; |
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} |
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ENDCG |
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} |
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Pass { |
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Name "FORWARD_DELTA" |
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Tags { |
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"LightMode"="ForwardAdd" |
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} |
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Blend One One |
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ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#define UNITY_PASS_FORWARDADD |
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) |
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#include "UnityCG.cginc" |
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#include "AutoLight.cginc" |
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#include "Lighting.cginc" |
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#include "UnityPBSLighting.cginc" |
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#include "UnityStandardBRDF.cginc" |
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#pragma multi_compile_fwdadd |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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#pragma multi_compile_fog |
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#pragma exclude_renderers xbox360 ps3 |
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#pragma target 3.0 |
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uniform float _Ring_Amount; |
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uniform float4 _FoamColor; |
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uniform float _WaveHeight; |
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uniform float _Speed; |
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uniform float _Fade; |
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struct VertexInput { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float2 texcoord0 : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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float2 texcoord2 : TEXCOORD2; |
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}; |
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struct VertexOutput { |
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float4 pos : SV_POSITION; |
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float2 uv0 : TEXCOORD0; |
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float2 uv1 : TEXCOORD1; |
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float2 uv2 : TEXCOORD2; |
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float4 posWorld : TEXCOORD3; |
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float3 normalDir : TEXCOORD4; |
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float3 tangentDir : TEXCOORD5; |
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float3 bitangentDir : TEXCOORD6; |
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LIGHTING_COORDS(7,8) |
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UNITY_FOG_COORDS(9) |
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}; |
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VertexOutput vert (VertexInput v) { |
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VertexOutput o = (VertexOutput)0; |
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o.uv0 = v.texcoord0; |
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o.uv1 = v.texcoord1; |
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o.uv2 = v.texcoord2; |
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o.normalDir = UnityObjectToWorldNormal(v.normal); |
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); |
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); |
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float node_9544 = distance(o.uv0,float2(0.5,0.5)); |
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float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); |
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v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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float3 lightColor = _LightColor0.rgb; |
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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TRANSFER_VERTEX_TO_FRAGMENT(o) |
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return o; |
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} |
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float4 frag(VertexOutput i) : COLOR { |
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i.normalDir = normalize(i.normalDir); |
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); |
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); |
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float3 normalDirection = i.normalDir; |
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); |
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float3 lightColor = _LightColor0.rgb; |
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////// Lighting: |
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float attenuation = LIGHT_ATTENUATION(i); |
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float3 attenColor = attenuation * _LightColor0.xyz; |
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/////// Diffuse: |
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float NdotL = max(0.0,dot( normalDirection, lightDirection )); |
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float3 directDiffuse = max( 0.0, NdotL) * attenColor; |
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float node_9544 = distance(i.uv0,float2(0.5,0.5)); |
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float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); |
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float node_1198 = saturate(node_5748); |
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float3 diffuseColor = (_FoamColor.rgb*node_1198); |
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float3 diffuse = directDiffuse * diffuseColor; |
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/// Final Color: |
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float3 finalColor = diffuse; |
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fixed4 finalRGBA = fixed4(finalColor * (node_1198*round((1.0 - node_9544))*_Fade),0); |
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA); |
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return finalRGBA; |
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} |
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ENDCG |
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} |
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Pass { |
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Name "ShadowCaster" |
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Tags { |
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"LightMode"="ShadowCaster" |
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} |
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Offset 1, 1 |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#define UNITY_PASS_SHADOWCASTER |
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#include "UnityPBSLighting.cginc" |
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#include "UnityStandardBRDF.cginc" |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma multi_compile_shadowcaster |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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#pragma multi_compile_fog |
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#pragma exclude_renderers xbox360 ps3 |
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#pragma target 3.0 |
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uniform float _Ring_Amount; |
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uniform float _WaveHeight; |
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uniform float _Speed; |
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struct VertexInput { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float2 texcoord0 : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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float2 texcoord2 : TEXCOORD2; |
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}; |
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struct VertexOutput { |
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V2F_SHADOW_CASTER; |
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float2 uv0 : TEXCOORD1; |
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float2 uv1 : TEXCOORD2; |
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float2 uv2 : TEXCOORD3; |
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float4 posWorld : TEXCOORD4; |
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float3 normalDir : TEXCOORD5; |
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}; |
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VertexOutput vert (VertexInput v) { |
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VertexOutput o = (VertexOutput)0; |
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o.uv0 = v.texcoord0; |
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o.uv1 = v.texcoord1; |
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o.uv2 = v.texcoord2; |
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o.normalDir = UnityObjectToWorldNormal(v.normal); |
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float node_9544 = distance(o.uv0,float2(0.5,0.5)); |
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float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); |
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v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); |
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TRANSFER_SHADOW_CASTER(o) |
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return o; |
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} |
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float4 frag(VertexOutput i) : COLOR { |
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i.normalDir = normalize(i.normalDir); |
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); |
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float3 normalDirection = i.normalDir; |
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SHADOW_CASTER_FRAGMENT(i) |
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} |
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ENDCG |
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} |
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Pass { |
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Name "Meta" |
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Tags { |
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"LightMode"="Meta" |
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} |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#define UNITY_PASS_META 1 |
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#include "UnityPBSLighting.cginc" |
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#include "UnityStandardBRDF.cginc" |
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#include "UnityMetaPass.cginc" |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma multi_compile_shadowcaster |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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#pragma multi_compile_fog |
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#pragma exclude_renderers xbox360 ps3 |
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#pragma target 3.0 |
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uniform float _Ring_Amount; |
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uniform float4 _FoamColor; |
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uniform float _WaveHeight; |
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uniform float _Speed; |
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struct VertexInput { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float2 texcoord0 : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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float2 texcoord2 : TEXCOORD2; |
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}; |
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struct VertexOutput { |
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float4 pos : SV_POSITION; |
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float2 uv0 : TEXCOORD0; |
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float2 uv1 : TEXCOORD1; |
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float2 uv2 : TEXCOORD2; |
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float4 posWorld : TEXCOORD3; |
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float3 normalDir : TEXCOORD4; |
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}; |
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VertexOutput vert (VertexInput v) { |
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VertexOutput o = (VertexOutput)0; |
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o.uv0 = v.texcoord0; |
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o.uv1 = v.texcoord1; |
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o.uv2 = v.texcoord2; |
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o.normalDir = UnityObjectToWorldNormal(v.normal); |
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float node_9544 = distance(o.uv0,float2(0.5,0.5)); |
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float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); |
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v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); |
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return o; |
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} |
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float4 frag(VertexOutput i) : SV_Target { |
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i.normalDir = normalize(i.normalDir); |
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); |
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float3 normalDirection = i.normalDir; |
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UnityMetaInput o; |
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UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); |
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o.Emission = 0; |
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float node_9544 = distance(i.uv0,float2(0.5,0.5)); |
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float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); |
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float node_1198 = saturate(node_5748); |
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float3 diffColor = (_FoamColor.rgb*node_1198); |
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o.Albedo = diffColor; |
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return UnityMetaFragment( o ); |
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} |
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ENDCG |
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} |
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} |
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FallBack "Diffuse" |
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CustomEditor "ShaderForgeMaterialInspector" |
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} |