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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Animmal/Water"
  4. {
  5. Properties
  6. {
  7. _TopTexture0("Top Texture 0", 2D) = "white" {}
  8. _TextureSample6("Texture Sample 6", 2D) = "white" {}
  9. _Cubes("Cubes", 2D) = "white" {}
  10. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  11. [HideInInspector] __dirty( "", Int ) = 1
  12. }
  13. SubShader
  14. {
  15. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
  16. Cull Back
  17. CGINCLUDE
  18. #include "UnityShaderVariables.cginc"
  19. #include "UnityPBSLighting.cginc"
  20. #include "Lighting.cginc"
  21. #pragma target 3.0
  22. #ifdef UNITY_PASS_SHADOWCASTER
  23. #undef INTERNAL_DATA
  24. #undef WorldReflectionVector
  25. #undef WorldNormalVector
  26. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  27. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  28. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  29. #endif
  30. struct Input
  31. {
  32. float3 worldPos;
  33. float3 worldNormal;
  34. INTERNAL_DATA
  35. float2 uv_texcoord;
  36. };
  37. uniform sampler2D _TopTexture0;
  38. uniform sampler2D _TextureSample6;
  39. uniform sampler2D _Cubes;
  40. uniform float4 _Cubes_ST;
  41. inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 index )
  42. {
  43. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  44. projNormal /= projNormal.x + projNormal.y + projNormal.z;
  45. float3 nsign = sign( worldNormal );
  46. half4 xNorm; half4 yNorm; half4 zNorm;
  47. xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  48. yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  49. zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  50. return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
  51. }
  52. void surf( Input i , inout SurfaceOutputStandardSpecular o )
  53. {
  54. o.Normal = float3(0,0,1);
  55. float3 ase_worldPos = i.worldPos;
  56. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  57. float4 triplanar2 = TriplanarSamplingSF( _TopTexture0, ase_worldPos, ase_worldNormal, 0.5, 0.5, 0 );
  58. float2 temp_cast_0 = (( _Time.x + 10 )).xx;
  59. float2 uv_TexCoord43 = i.uv_texcoord * float2( 1,1 ) + temp_cast_0;
  60. float2 panner42 = ( uv_TexCoord43 + 1 * _Time.y * float2( 0,0 ));
  61. float2 uv_Cubes = i.uv_texcoord * _Cubes_ST.xy + _Cubes_ST.zw;
  62. o.Albedo = ( triplanar2 * ( tex2D( _TextureSample6, panner42 ) + tex2D( _Cubes, uv_Cubes ) ) ).xyz;
  63. o.Alpha = 1;
  64. }
  65. ENDCG
  66. CGPROGRAM
  67. #pragma surface surf StandardSpecular keepalpha fullforwardshadows
  68. ENDCG
  69. Pass
  70. {
  71. Name "ShadowCaster"
  72. Tags{ "LightMode" = "ShadowCaster" }
  73. ZWrite On
  74. CGPROGRAM
  75. #pragma vertex vert
  76. #pragma fragment frag
  77. #pragma target 3.0
  78. #pragma multi_compile_shadowcaster
  79. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  80. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  81. #include "HLSLSupport.cginc"
  82. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  83. #define CAN_SKIP_VPOS
  84. #endif
  85. #include "UnityCG.cginc"
  86. #include "Lighting.cginc"
  87. #include "UnityPBSLighting.cginc"
  88. struct v2f
  89. {
  90. V2F_SHADOW_CASTER;
  91. float2 customPack1 : TEXCOORD1;
  92. float4 tSpace0 : TEXCOORD2;
  93. float4 tSpace1 : TEXCOORD3;
  94. float4 tSpace2 : TEXCOORD4;
  95. UNITY_VERTEX_INPUT_INSTANCE_ID
  96. };
  97. v2f vert( appdata_full v )
  98. {
  99. v2f o;
  100. UNITY_SETUP_INSTANCE_ID( v );
  101. UNITY_INITIALIZE_OUTPUT( v2f, o );
  102. UNITY_TRANSFER_INSTANCE_ID( v, o );
  103. Input customInputData;
  104. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  105. fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
  106. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  107. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  108. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  109. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  110. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  111. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  112. o.customPack1.xy = customInputData.uv_texcoord;
  113. o.customPack1.xy = v.texcoord;
  114. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  115. return o;
  116. }
  117. fixed4 frag( v2f IN
  118. #if !defined( CAN_SKIP_VPOS )
  119. , UNITY_VPOS_TYPE vpos : VPOS
  120. #endif
  121. ) : SV_Target
  122. {
  123. UNITY_SETUP_INSTANCE_ID( IN );
  124. Input surfIN;
  125. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  126. surfIN.uv_texcoord = IN.customPack1.xy;
  127. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  128. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  129. surfIN.worldPos = worldPos;
  130. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  131. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  132. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  133. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  134. SurfaceOutputStandardSpecular o;
  135. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
  136. surf( surfIN, o );
  137. #if defined( CAN_SKIP_VPOS )
  138. float2 vpos = IN.pos;
  139. #endif
  140. SHADOW_CASTER_FRAGMENT( IN )
  141. }
  142. ENDCG
  143. }
  144. }
  145. Fallback "Diffuse"
  146. CustomEditor "ASEMaterialInspector"
  147. }
  148. /*ASEBEGIN
  149. Version=14501
  150. 293;259;1471;639;406.7861;700.5227;1.561095;True;True
  151. Node;AmplifyShaderEditor.TimeNode;44;-967.2137,-24.80049;Float;True;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  152. Node;AmplifyShaderEditor.SimpleAddOpNode;54;-677.4363,-0.5852649;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;10;False;1;FLOAT;0
  153. Node;AmplifyShaderEditor.TextureCoordinatesNode;43;-849.7806,-229.8302;Float;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  154. Node;AmplifyShaderEditor.PannerNode;42;-515.3184,-225.7841;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
  155. Node;AmplifyShaderEditor.SamplerNode;41;-150.5813,-247.5406;Float;True;Property;_TextureSample6;Texture Sample 6;1;0;Create;True;0;None;8e2d46f8740829c41ba5c938af7a77b3;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  156. Node;AmplifyShaderEditor.SamplerNode;75;-128.9959,20.32384;Float;True;Property;_Cubes;Cubes;2;0;Create;True;0;None;464ac292797d7d64a815c4064562d285;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  157. Node;AmplifyShaderEditor.TriplanarNode;2;73.83801,-537.8503;Float;True;Spherical;World;False;Top Texture 0;_TopTexture0;white;0;Assets/Textures/Lava.png;Mid Texture 0;_MidTexture0;white;0;None;Bot Texture 0;_BotTexture0;white;1;None;Triplanar Sampler;False;8;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;3;FLOAT;0.5;False;4;FLOAT;0.5;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  158. Node;AmplifyShaderEditor.SimpleAddOpNode;76;341.7881,-187.5039;Float;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
  159. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;94;539.7056,-339.0396;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
  160. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;946.4113,-230.2763;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;Animmal/Water;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;2;15;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
  161. WireConnection;54;0;44;1
  162. WireConnection;43;1;54;0
  163. WireConnection;42;0;43;0
  164. WireConnection;41;1;42;0
  165. WireConnection;76;0;41;0
  166. WireConnection;76;1;75;0
  167. WireConnection;94;0;2;0
  168. WireConnection;94;1;76;0
  169. WireConnection;0;0;94;0
  170. ASEEND*/
  171. //CHKSM=2E8204EF22DD632668DDDC39510D317F2027A6DC