// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Animmal/WaterPlane" { Properties { _TopTexture0("Top Texture 0", 2D) = "white" {} _TextureSample6("Texture Sample 6", 2D) = "white" {} _Color("Color", Color) = (1,1,1,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float3 worldPos; float3 worldNormal; INTERNAL_DATA float2 uv_texcoord; }; uniform sampler2D _TopTexture0; uniform sampler2D _TextureSample6; uniform float4 _Color; inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= projNormal.x + projNormal.y + projNormal.z; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } void surf( Input i , inout SurfaceOutputStandardSpecular o ) { o.Normal = float3(0,0,1); float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float4 triplanar2 = TriplanarSamplingSF( _TopTexture0, ase_worldPos, ase_worldNormal, 1, 1, 0 ); float2 temp_cast_0 = (( _Time.x + 1 )).xx; float2 uv_TexCoord43 = i.uv_texcoord * float2( 1,1 ) + temp_cast_0; float2 panner42 = ( uv_TexCoord43 + 1 * _Time.y * float2( 0,0 )); float4 temp_output_95_0 = ( ( triplanar2 * tex2D( _TextureSample6, panner42 ) ) * _Color ); o.Albedo = temp_output_95_0.xyz; o.Emission = temp_output_95_0.xyz; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf StandardSpecular keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=14501 293;259;1471;639;1350.922;720.6785;2.075;True;True Node;AmplifyShaderEditor.TimeNode;44;-967.2137,-24.80049;Float;True;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode;54;-677.4363,-0.5852649;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 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 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 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;1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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 Node;AmplifyShaderEditor.ColorNode;96;377.4361,21.89264;Float;False;Property;_Color;Color;2;0;Create;True;0;1,1,1,0;1,1,1,1;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;94;661.798,-219.5971;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;95;743.3948,61.63474;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;1044.111,-150.7921;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;Animmal/WaterPlane;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 WireConnection;54;0;44;1 WireConnection;43;1;54;0 WireConnection;42;0;43;0 WireConnection;41;1;42;0 WireConnection;94;0;2;0 WireConnection;94;1;41;0 WireConnection;95;0;94;0 WireConnection;95;1;96;0 WireConnection;0;0;95;0 WireConnection;0;2;95;0 ASEEND*/ //CHKSM=95ED9006F798FC2B363AAA4CB1765F8A1673E500