// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // 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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Speed,ptin:_bufferSpeed,varname:node_633,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.7;n:type:ShaderForge.SFN_Multiply,id:3394,x:30553,y:32623,varname:node_3394,prsc:2|A-9449-T,B-633-OUT;n:type:ShaderForge.SFN_Multiply,id:5923,x:30969,y:32378,varname:node_5923,prsc:2|A-5880-R,B-6956-OUT;n:type:ShaderForge.SFN_Time,id:7529,x:28507,y:32136,varname:node_7529,prsc:2;n:type:ShaderForge.SFN_Sin,id:2710,x:28903,y:32187,varname:node_2710,prsc:2|IN-6302-OUT;n:type:ShaderForge.SFN_Vector1,id:7346,x:28676,y:32623,varname:node_7346,prsc:2,v1:10;n:type:ShaderForge.SFN_Divide,id:6302,x:28715,y:32261,varname:node_6302,prsc:2|A-7529-T,B-7346-OUT;n:type:ShaderForge.SFN_Multiply,id:4763,x:29135,y:32158,varname:node_4763,prsc:2|A-2710-OUT,B-7346-OUT;proporder:151-267-168-142-8547-1000-5880-965-2802-6891-2646-633;pass:END;sub:END;*/ Shader "LightHouse/WaterShader" { Properties { _Diffuse ("Diffuse", 2D) = "black" {} _Normals ("Normals", 2D) = "black" {} _GlowColor ("Glow Color", Color) = (1,1,1,1) _BulgeScale ("Bulge Scale", Float ) = 1.1 _BulgeShape ("Bulge Shape", Float ) = 1.8 _Perlin ("Perlin", 2D) = "bump" {} _Perlin_copy ("Perlin_copy", 2D) = "white" {} _ShoreBlend ("ShoreBlend", Range(0, 100)) = 0 _Shore ("Shore", Color) = (1,0,0,1) _Opacity ("Opacity", Range(0, 1)) = 0.3994928 _Color ("Color", Color) = (0.07352942,0.9233267,1,1) _bufferSpeed ("buffer Speed", Float ) = 0.7 [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 #pragma glsl uniform sampler2D _CameraDepthTexture; uniform float4 _TimeEditor; uniform float _BulgeScale; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float4 _GlowColor; uniform sampler2D _Normals; uniform float4 _Normals_ST; uniform float _BulgeShape; uniform sampler2D _Perlin; uniform float4 _Perlin_ST; uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; uniform float _ShoreBlend; uniform float4 _Shore; uniform float _Opacity; uniform float4 _Color; uniform float _bufferSpeed; 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; float4 projPos : TEXCOORD7; UNITY_FOG_COORDS(8) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD9; #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); float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; float4 node_7529 = _Time + _TimeEditor; float node_7346 = 10.0; float node_6302 = (node_7529.g/node_7346); float node_2710 = sin(node_6302); float node_4763 = (node_2710*node_7346); float2 node_882 = (o.uv0*objScale.rb); float2 node_23 = (node_882+node_4763*float2(0.05,0)); float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0)); float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0)); float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3); float2 node_4275 = (node_882+node_4763*float2(0.05,0.05)); float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0)); float4 node_9449 = _Time + _TimeEditor; float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : COLOR { float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 node_7529 = _Time + _TimeEditor; float node_7346 = 10.0; float node_6302 = (node_7529.g/node_7346); float node_2710 = sin(node_6302); float node_4763 = (node_2710*node_7346); float2 node_882 = (i.uv0*objScale.rb); float2 node_23 = (node_882+node_4763*float2(0.05,0)); float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals)); float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin)); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse)); float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3); float2 node_4275 = (node_882+node_4763*float2(0.05,0.05)); float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy)); float4 node_9449 = _Time + _TimeEditor; float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133)); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = 1; float3 attenColor = attenuation * _LightColor0.xyz; ///////// Gloss: float gloss = 0.5; float specPow = exp2( gloss * 10.0+1.0); /////// 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 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133); float3 specularColor = (1.0 - node_149); float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; float3 specular = directSpecular; /////// Diffuse: NdotL = dot( normalDirection, lightDirection ); float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping float3 NdotLWrap = NdotL * ( 1.0 - w ); float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133); NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = (forwardLight+backLight) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend)); float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor,_Opacity); 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 #pragma glsl uniform sampler2D _CameraDepthTexture; uniform float4 _TimeEditor; uniform float _BulgeScale; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float4 _GlowColor; uniform sampler2D _Normals; uniform float4 _Normals_ST; uniform float _BulgeShape; uniform sampler2D _Perlin; uniform float4 _Perlin_ST; uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; uniform float _ShoreBlend; uniform float4 _Shore; uniform float _Opacity; uniform float4 _Color; uniform float _bufferSpeed; 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; float4 projPos : TEXCOORD7; LIGHTING_COORDS(8,9) UNITY_FOG_COORDS(10) }; 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); float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; float4 node_7529 = _Time + _TimeEditor; float node_7346 = 10.0; float node_6302 = (node_7529.g/node_7346); float node_2710 = sin(node_6302); float node_4763 = (node_2710*node_7346); float2 node_882 = (o.uv0*objScale.rb); float2 node_23 = (node_882+node_4763*float2(0.05,0)); float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0)); float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0)); float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3); float2 node_4275 = (node_882+node_4763*float2(0.05,0.05)); float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0)); float4 node_9449 = _Time + _TimeEditor; float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 node_7529 = _Time + _TimeEditor; float node_7346 = 10.0; float node_6302 = (node_7529.g/node_7346); float node_2710 = sin(node_6302); float node_4763 = (node_2710*node_7346); float2 node_882 = (i.uv0*objScale.rb); float2 node_23 = (node_882+node_4763*float2(0.05,0)); float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals)); float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin)); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse)); float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3); float2 node_4275 = (node_882+node_4763*float2(0.05,0.05)); float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy)); float4 node_9449 = _Time + _TimeEditor; float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133)); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; ///////// Gloss: float gloss = 0.5; float specPow = exp2( gloss * 10.0+1.0); ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133); float3 specularColor = (1.0 - node_149); float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; float3 specular = directSpecular; /////// Diffuse: NdotL = dot( normalDirection, lightDirection ); float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping float3 NdotLWrap = NdotL * ( 1.0 - w ); float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133); NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = (forwardLight+backLight) * attenColor; float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend)); float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor * _Opacity,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 #pragma glsl uniform float4 _TimeEditor; uniform float _BulgeScale; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float _BulgeShape; uniform sampler2D _Perlin; uniform float4 _Perlin_ST; uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; uniform float _bufferSpeed; 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); float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; float4 node_7529 = _Time + _TimeEditor; float node_7346 = 10.0; float node_6302 = (node_7529.g/node_7346); float node_2710 = sin(node_6302); float node_4763 = (node_2710*node_7346); float2 node_882 = (o.uv0*objScale.rb); float2 node_23 = (node_882+node_4763*float2(0.05,0)); float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0)); float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0)); float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3); float2 node_4275 = (node_882+node_4763*float2(0.05,0.05)); float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0)); float4 node_9449 = _Time + _TimeEditor; float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; 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 #pragma glsl uniform sampler2D _CameraDepthTexture; uniform float4 _TimeEditor; uniform float _BulgeScale; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float4 _GlowColor; uniform float _BulgeShape; uniform sampler2D _Perlin; uniform float4 _Perlin_ST; uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; uniform float _ShoreBlend; uniform float4 _Shore; uniform float4 _Color; uniform float _bufferSpeed; 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; float4 projPos : 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); float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; float4 node_7529 = _Time + _TimeEditor; float node_7346 = 10.0; float node_6302 = (node_7529.g/node_7346); float node_2710 = sin(node_6302); float node_4763 = (node_2710*node_7346); float2 node_882 = (o.uv0*objScale.rb); float2 node_23 = (node_882+node_4763*float2(0.05,0)); float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0)); float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0)); float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3); float2 node_4275 = (node_882+node_4763*float2(0.05,0.05)); float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0)); float4 node_9449 = _Time + _TimeEditor; float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : SV_Target { float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); o.Emission = 0; float4 node_7529 = _Time + _TimeEditor; float node_7346 = 10.0; float node_6302 = (node_7529.g/node_7346); float node_2710 = sin(node_6302); float node_4763 = (node_2710*node_7346); float2 node_882 = (i.uv0*objScale.rb); float2 node_23 = (node_882+node_4763*float2(0.05,0)); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse)); float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin)); float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3); float2 node_4275 = (node_882+node_4763*float2(0.05,0.05)); float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy)); float4 node_9449 = _Time + _TimeEditor; float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133); float3 diffColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend)); float3 specColor = (1.0 - node_149); o.Albedo = diffColor + specColor * 0.125; // No gloss connected. Assume it's 0.5 return UnityMetaFragment( o ); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }