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- Shader "FX/Water (simple)" {
- Properties {
- _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
- _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
- _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
- _ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
- _BumpMap ("Waves Normalmap ", 2D) = "" { }
- WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
- _MainTex ("Fallback texture", 2D) = "" { }
- }
-
- CGINCLUDE
- // -----------------------------------------------------------
- // This section is included in all program sections below
-
- #include "UnityCG.cginc"
-
- uniform float4 _horizonColor;
-
- uniform float4 WaveSpeed;
- uniform float _WaveScale;
- uniform float4 _WaveOffset;
-
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 bumpuv[2] : TEXCOORD0;
- float3 viewDir : TEXCOORD2;
- };
-
- v2f vert(appdata v)
- {
- v2f o;
- float4 s;
-
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
-
- // scroll bump waves
- float4 temp;
- temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
- o.bumpuv[0] = temp.xy * float2(.4, .45);
- o.bumpuv[1] = temp.wz;
-
- // object space view direction
- o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );
-
- return o;
- }
-
- ENDCG
-
- // -----------------------------------------------------------
- // Fragment program
-
- Subshader {
- Tags { "RenderType"="Opaque" }
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
-
- sampler2D _BumpMap;
- sampler2D _ColorControl;
-
- half4 frag( v2f i ) : COLOR
- {
- half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
- half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
- half3 bump = (bump1 + bump2) * 0.5;
-
- half fresnel = dot( i.viewDir, bump );
- half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
-
- half4 col;
- col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
- col.a = _horizonColor.a;
- return col;
- }
- ENDCG
- }
- }
-
- // -----------------------------------------------------------
- // Old cards
-
- // three texture, cubemaps
- Subshader {
- Tags { "RenderType"="Opaque" }
- Pass {
- Color (0.5,0.5,0.5,0.5)
- SetTexture [_MainTex] {
- Matrix [_WaveMatrix]
- combine texture * primary
- }
- SetTexture [_MainTex] {
- Matrix [_WaveMatrix2]
- combine texture * primary + previous
- }
- SetTexture [_ColorControlCube] {
- combine texture +- previous, primary
- Matrix [_Reflection]
- }
- }
- }
-
- // dual texture, cubemaps
- Subshader {
- Tags { "RenderType"="Opaque" }
- Pass {
- Color (0.5,0.5,0.5,0.5)
- SetTexture [_MainTex] {
- Matrix [_WaveMatrix]
- combine texture
- }
- SetTexture [_ColorControlCube] {
- combine texture +- previous, primary
- Matrix [_Reflection]
- }
- }
- }
-
- // single texture
- Subshader {
- Tags { "RenderType"="Opaque" }
- Pass {
- Color (0.5,0.5,0.5,0)
- SetTexture [_MainTex] {
- Matrix [_WaveMatrix]
- combine texture, primary
- }
- }
- }
-
- }
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