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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |||||
// Shader created with Shader Forge v1.30 | |||||
// 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 "LightHouse/WaterShader" { | |||||
Properties { | |||||
_Ring_Amount ("Ring_Amount", Range(1, 200)) = 19.17478 | |||||
_FoamColor ("FoamColor", Color) = (1,1,1,1) | |||||
_WaveHeight ("WaveHeight", Range(1, 10)) = 5.549279 | |||||
_Speed ("Speed", Range(-1, 1.5)) = -1 | |||||
_Fade ("Fade", Range(0, 1)) = 1 | |||||
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 | |||||
} | |||||
SubShader { | |||||
Tags { | |||||
"IgnoreProjector"="True" | |||||
"Queue"="Transparent" | |||||
"RenderType"="Transparent" | |||||
} | |||||
Pass { | |||||
Name "FORWARD" | |||||
Tags { | |||||
"LightMode"="ForwardBase" | |||||
} | |||||
Blend SrcAlpha OneMinusSrcAlpha | |||||
ZWrite Off | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#define UNITY_PASS_FORWARDBASE | |||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) | |||||
#include "UnityCG.cginc" | |||||
#include "Lighting.cginc" | |||||
#include "UnityPBSLighting.cginc" | |||||
#include "UnityStandardBRDF.cginc" | |||||
#pragma multi_compile_fwdbase | |||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON | |||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |||||
#pragma multi_compile_fog | |||||
#pragma exclude_renderers xbox360 ps3 | |||||
#pragma target 3.0 | |||||
uniform float _Ring_Amount; | |||||
uniform float4 _FoamColor; | |||||
uniform float _WaveHeight; | |||||
uniform float _Speed; | |||||
uniform float _Fade; | |||||
struct VertexInput { | |||||
float4 vertex : POSITION; | |||||
float3 normal : NORMAL; | |||||
float4 tangent : TANGENT; | |||||
float2 texcoord0 : TEXCOORD0; | |||||
float2 texcoord1 : TEXCOORD1; | |||||
float2 texcoord2 : TEXCOORD2; | |||||
}; | |||||
struct VertexOutput { | |||||
float4 pos : SV_POSITION; | |||||
float2 uv0 : TEXCOORD0; | |||||
float2 uv1 : TEXCOORD1; | |||||
float2 uv2 : TEXCOORD2; | |||||
float4 posWorld : TEXCOORD3; | |||||
float3 normalDir : TEXCOORD4; | |||||
float3 tangentDir : TEXCOORD5; | |||||
float3 bitangentDir : TEXCOORD6; | |||||
UNITY_FOG_COORDS(7) | |||||
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) | |||||
float4 ambientOrLightmapUV : TEXCOORD8; | |||||
#endif | |||||
}; | |||||
VertexOutput vert (VertexInput v) { | |||||
VertexOutput o = (VertexOutput)0; | |||||
o.uv0 = v.texcoord0; | |||||
o.uv1 = v.texcoord1; | |||||
o.uv2 = v.texcoord2; | |||||
#ifdef LIGHTMAP_ON | |||||
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; | |||||
o.ambientOrLightmapUV.zw = 0; | |||||
#elif UNITY_SHOULD_SAMPLE_SH | |||||
#endif | |||||
#ifdef DYNAMICLIGHTMAP_ON | |||||
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; | |||||
#endif | |||||
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); | |||||
float node_9544 = distance(o.uv0,float2(0.5,0.5)); | |||||
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); | |||||
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); | |||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex); | |||||
float3 lightColor = _LightColor0.rgb; | |||||
o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); | |||||
UNITY_TRANSFER_FOG(o,o.pos); | |||||
return o; | |||||
} | |||||
float4 frag(VertexOutput i) : COLOR { | |||||
i.normalDir = normalize(i.normalDir); | |||||
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); | |||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); | |||||
float3 normalDirection = i.normalDir; | |||||
float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); | |||||
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); | |||||
float3 lightColor = _LightColor0.rgb; | |||||
////// Lighting: | |||||
float attenuation = 1; | |||||
float3 attenColor = attenuation * _LightColor0.xyz; | |||||
/////// 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 defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) | |||||
d.ambient = 0; | |||||
d.lightmapUV = i.ambientOrLightmapUV; | |||||
#else | |||||
d.ambient = i.ambientOrLightmapUV; | |||||
#endif | |||||
Unity_GlossyEnvironmentData ugls_en_data; | |||||
ugls_en_data.roughness = 1.0 - 0; | |||||
ugls_en_data.reflUVW = viewReflectDirection; | |||||
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); | |||||
lightDirection = gi.light.dir; | |||||
lightColor = gi.light.color; | |||||
/////// Diffuse: | |||||
float NdotL = max(0.0,dot( normalDirection, lightDirection )); | |||||
float3 directDiffuse = max( 0.0, NdotL) * attenColor; | |||||
float3 indirectDiffuse = float3(0,0,0); | |||||
indirectDiffuse += gi.indirect.diffuse; | |||||
float node_9544 = distance(i.uv0,float2(0.5,0.5)); | |||||
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); | |||||
float node_1198 = saturate(node_5748); | |||||
float3 diffuseColor = (_FoamColor.rgb*node_1198); | |||||
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; | |||||
/// Final Color: | |||||
float3 finalColor = diffuse; | |||||
fixed4 finalRGBA = fixed4(finalColor,(node_1198*round((1.0 - node_9544))*_Fade)); | |||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA); | |||||
return finalRGBA; | |||||
} | |||||
ENDCG | |||||
} | |||||
Pass { | |||||
Name "FORWARD_DELTA" | |||||
Tags { | |||||
"LightMode"="ForwardAdd" | |||||
} | |||||
Blend One One | |||||
ZWrite Off | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#define UNITY_PASS_FORWARDADD | |||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) | |||||
#include "UnityCG.cginc" | |||||
#include "AutoLight.cginc" | |||||
#include "Lighting.cginc" | |||||
#include "UnityPBSLighting.cginc" | |||||
#include "UnityStandardBRDF.cginc" | |||||
#pragma multi_compile_fwdadd | |||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON | |||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |||||
#pragma multi_compile_fog | |||||
#pragma exclude_renderers xbox360 ps3 | |||||
#pragma target 3.0 | |||||
uniform float _Ring_Amount; | |||||
uniform float4 _FoamColor; | |||||
uniform float _WaveHeight; | |||||
uniform float _Speed; | |||||
uniform float _Fade; | |||||
struct VertexInput { | |||||
float4 vertex : POSITION; | |||||
float3 normal : NORMAL; | |||||
float4 tangent : TANGENT; | |||||
float2 texcoord0 : TEXCOORD0; | |||||
float2 texcoord1 : TEXCOORD1; | |||||
float2 texcoord2 : TEXCOORD2; | |||||
}; | |||||
struct VertexOutput { | |||||
float4 pos : SV_POSITION; | |||||
float2 uv0 : TEXCOORD0; | |||||
float2 uv1 : TEXCOORD1; | |||||
float2 uv2 : TEXCOORD2; | |||||
float4 posWorld : TEXCOORD3; | |||||
float3 normalDir : TEXCOORD4; | |||||
float3 tangentDir : TEXCOORD5; | |||||
float3 bitangentDir : TEXCOORD6; | |||||
LIGHTING_COORDS(7,8) | |||||
UNITY_FOG_COORDS(9) | |||||
}; | |||||
VertexOutput vert (VertexInput v) { | |||||
VertexOutput o = (VertexOutput)0; | |||||
o.uv0 = v.texcoord0; | |||||
o.uv1 = v.texcoord1; | |||||
o.uv2 = v.texcoord2; | |||||
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); | |||||
float node_9544 = distance(o.uv0,float2(0.5,0.5)); | |||||
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); | |||||
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); | |||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex); | |||||
float3 lightColor = _LightColor0.rgb; | |||||
o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); | |||||
UNITY_TRANSFER_FOG(o,o.pos); | |||||
TRANSFER_VERTEX_TO_FRAGMENT(o) | |||||
return o; | |||||
} | |||||
float4 frag(VertexOutput i) : COLOR { | |||||
i.normalDir = normalize(i.normalDir); | |||||
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); | |||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); | |||||
float3 normalDirection = i.normalDir; | |||||
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); | |||||
float3 lightColor = _LightColor0.rgb; | |||||
////// Lighting: | |||||
float attenuation = LIGHT_ATTENUATION(i); | |||||
float3 attenColor = attenuation * _LightColor0.xyz; | |||||
/////// Diffuse: | |||||
float NdotL = max(0.0,dot( normalDirection, lightDirection )); | |||||
float3 directDiffuse = max( 0.0, NdotL) * attenColor; | |||||
float node_9544 = distance(i.uv0,float2(0.5,0.5)); | |||||
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); | |||||
float node_1198 = saturate(node_5748); | |||||
float3 diffuseColor = (_FoamColor.rgb*node_1198); | |||||
float3 diffuse = directDiffuse * diffuseColor; | |||||
/// Final Color: | |||||
float3 finalColor = diffuse; | |||||
fixed4 finalRGBA = fixed4(finalColor * (node_1198*round((1.0 - node_9544))*_Fade),0); | |||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA); | |||||
return finalRGBA; | |||||
} | |||||
ENDCG | |||||
} | |||||
Pass { | |||||
Name "ShadowCaster" | |||||
Tags { | |||||
"LightMode"="ShadowCaster" | |||||
} | |||||
Offset 1, 1 | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#define UNITY_PASS_SHADOWCASTER | |||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) | |||||
#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 LIGHTMAP_OFF LIGHTMAP_ON | |||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |||||
#pragma multi_compile_fog | |||||
#pragma exclude_renderers xbox360 ps3 | |||||
#pragma target 3.0 | |||||
uniform float _Ring_Amount; | |||||
uniform float _WaveHeight; | |||||
uniform float _Speed; | |||||
struct VertexInput { | |||||
float4 vertex : POSITION; | |||||
float3 normal : NORMAL; | |||||
float2 texcoord0 : TEXCOORD0; | |||||
float2 texcoord1 : TEXCOORD1; | |||||
float2 texcoord2 : TEXCOORD2; | |||||
}; | |||||
struct VertexOutput { | |||||
V2F_SHADOW_CASTER; | |||||
float2 uv0 : TEXCOORD1; | |||||
float2 uv1 : TEXCOORD2; | |||||
float2 uv2 : TEXCOORD3; | |||||
float4 posWorld : TEXCOORD4; | |||||
float3 normalDir : TEXCOORD5; | |||||
}; | |||||
VertexOutput vert (VertexInput v) { | |||||
VertexOutput o = (VertexOutput)0; | |||||
o.uv0 = v.texcoord0; | |||||
o.uv1 = v.texcoord1; | |||||
o.uv2 = v.texcoord2; | |||||
o.normalDir = UnityObjectToWorldNormal(v.normal); | |||||
float node_9544 = distance(o.uv0,float2(0.5,0.5)); | |||||
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); | |||||
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); | |||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex); | |||||
o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); | |||||
TRANSFER_SHADOW_CASTER(o) | |||||
return o; | |||||
} | |||||
float4 frag(VertexOutput i) : COLOR { | |||||
i.normalDir = normalize(i.normalDir); | |||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); | |||||
float3 normalDirection = i.normalDir; | |||||
SHADOW_CASTER_FRAGMENT(i) | |||||
} | |||||
ENDCG | |||||
} | |||||
Pass { | |||||
Name "Meta" | |||||
Tags { | |||||
"LightMode"="Meta" | |||||
} | |||||
Cull Off | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#define UNITY_PASS_META 1 | |||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) | |||||
#include "UnityCG.cginc" | |||||
#include "Lighting.cginc" | |||||
#include "UnityPBSLighting.cginc" | |||||
#include "UnityStandardBRDF.cginc" | |||||
#include "UnityMetaPass.cginc" | |||||
#pragma fragmentoption ARB_precision_hint_fastest | |||||
#pragma multi_compile_shadowcaster | |||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON | |||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |||||
#pragma multi_compile_fog | |||||
#pragma exclude_renderers xbox360 ps3 | |||||
#pragma target 3.0 | |||||
uniform float _Ring_Amount; | |||||
uniform float4 _FoamColor; | |||||
uniform float _WaveHeight; | |||||
uniform float _Speed; | |||||
struct VertexInput { | |||||
float4 vertex : POSITION; | |||||
float3 normal : NORMAL; | |||||
float2 texcoord0 : TEXCOORD0; | |||||
float2 texcoord1 : TEXCOORD1; | |||||
float2 texcoord2 : TEXCOORD2; | |||||
}; | |||||
struct VertexOutput { | |||||
float4 pos : SV_POSITION; | |||||
float2 uv0 : TEXCOORD0; | |||||
float2 uv1 : TEXCOORD1; | |||||
float2 uv2 : TEXCOORD2; | |||||
float4 posWorld : TEXCOORD3; | |||||
float3 normalDir : TEXCOORD4; | |||||
}; | |||||
VertexOutput vert (VertexInput v) { | |||||
VertexOutput o = (VertexOutput)0; | |||||
o.uv0 = v.texcoord0; | |||||
o.uv1 = v.texcoord1; | |||||
o.uv2 = v.texcoord2; | |||||
o.normalDir = UnityObjectToWorldNormal(v.normal); | |||||
float node_9544 = distance(o.uv0,float2(0.5,0.5)); | |||||
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); | |||||
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); | |||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex); | |||||
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); | |||||
return o; | |||||
} | |||||
float4 frag(VertexOutput i) : SV_Target { | |||||
i.normalDir = normalize(i.normalDir); | |||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); | |||||
float3 normalDirection = i.normalDir; | |||||
UnityMetaInput o; | |||||
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); | |||||
o.Emission = 0; | |||||
float node_9544 = distance(i.uv0,float2(0.5,0.5)); | |||||
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); | |||||
float node_1198 = saturate(node_5748); | |||||
float3 diffColor = (_FoamColor.rgb*node_1198); | |||||
o.Albedo = diffColor; | |||||
return UnityMetaFragment( o ); | |||||
} | |||||
ENDCG | |||||
} | |||||
} | |||||
FallBack "Diffuse" | |||||
CustomEditor "ShaderForgeMaterialInspector" | |||||
} |
@ -0,0 +1,9 @@ | |||||
fileFormatVersion: 2 | |||||
guid: 49d9869e237ffb64e8fba6d0250b9a46 | |||||
timeCreated: 1485017769 | |||||
licenseType: Free | |||||
ShaderImporter: | |||||
defaultTextures: [] | |||||
userData: | |||||
assetBundleName: | |||||
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