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- Shader "FX/Water" {
- Properties {
- _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
- _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
- _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
- _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
- _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
- _BumpMap ("Normalmap ", 2D) = "bump" {}
- WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
- _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
- _ReflectiveColorCube ("Reflective color cube (RGB) fresnel (A)", Cube) = "" { TexGen CubeReflect }
- _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1)
- _MainTex ("Fallback texture", 2D) = "" {}
- _ReflectionTex ("Internal Reflection", 2D) = "" {}
- _RefractionTex ("Internal Refraction", 2D) = "" {}
- }
-
-
- // -----------------------------------------------------------
- // Fragment program cards
-
-
- Subshader {
- Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
-
- #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
- #define HAS_REFLECTION 1
- #endif
- #if defined (WATER_REFRACTIVE)
- #define HAS_REFRACTION 1
- #endif
-
-
- #include "UnityCG.cginc"
-
- uniform float4 _WaveScale4;
- uniform float4 _WaveOffset;
-
- #if HAS_REFLECTION
- uniform float _ReflDistort;
- #endif
- #if HAS_REFRACTION
- uniform float _RefrDistort;
- #endif
-
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
-
- struct v2f {
- float4 pos : SV_POSITION;
- #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
- float4 ref : TEXCOORD0;
- float2 bumpuv0 : TEXCOORD1;
- float2 bumpuv1 : TEXCOORD2;
- float3 viewDir : TEXCOORD3;
- #else
- float2 bumpuv0 : TEXCOORD0;
- float2 bumpuv1 : TEXCOORD1;
- float3 viewDir : TEXCOORD2;
- #endif
-
- };
-
- v2f vert(appdata v)
- {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
-
- // scroll bump waves
- float4 temp;
- temp.xyzw = v.vertex.xzxz * _WaveScale4 / unity_Scale.w + _WaveOffset;
- o.bumpuv0 = temp.xy;
- o.bumpuv1 = temp.wz;
-
- // object space view direction (will normalize per pixel)
- o.viewDir.xzy = ObjSpaceViewDir(v.vertex);
-
- #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
- o.ref = ComputeScreenPos(o.pos);
- #endif
-
- return o;
- }
-
- #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
- sampler2D _ReflectionTex;
- #endif
- #if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE)
- sampler2D _ReflectiveColor;
- #endif
- #if defined (WATER_REFRACTIVE)
- sampler2D _Fresnel;
- sampler2D _RefractionTex;
- uniform float4 _RefrColor;
- #endif
- #if defined (WATER_SIMPLE)
- uniform float4 _HorizonColor;
- #endif
- sampler2D _BumpMap;
-
- half4 frag( v2f i ) : SV_Target
- {
- i.viewDir = normalize(i.viewDir);
-
- // combine two scrolling bumpmaps into one
- half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
- half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
- half3 bump = (bump1 + bump2) * 0.5;
-
- // fresnel factor
- half fresnelFac = dot( i.viewDir, bump );
-
- // perturb reflection/refraction UVs by bumpmap, and lookup colors
-
- #if HAS_REFLECTION
- float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
- half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) );
- #endif
- #if HAS_REFRACTION
- float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
- half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor;
- #endif
-
- // final color is between refracted and reflected based on fresnel
- half4 color;
-
- #if defined(WATER_REFRACTIVE)
- half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) );
- color = lerp( refr, refl, fresnel );
- #endif
-
- #if defined(WATER_REFLECTIVE)
- half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
- color.rgb = lerp( water.rgb, refl.rgb, water.a );
- color.a = refl.a * water.a;
- #endif
-
- #if defined(WATER_SIMPLE)
- half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
- color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
- color.a = _HorizonColor.a;
- #endif
-
- return color;
- }
- ENDCG
-
- }
- }
-
- // -----------------------------------------------------------
- // Old cards
-
- // three texture, cubemaps
- Subshader {
- Tags { "WaterMode"="Simple" "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 [_ReflectiveColorCube] {
- combine texture +- previous, primary
- Matrix [_Reflection]
- }
- }
- }
-
- // dual texture, cubemaps
- Subshader {
- Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
- Pass {
- Color (0.5,0.5,0.5,0.5)
- SetTexture [_MainTex] {
- Matrix [_WaveMatrix]
- combine texture
- }
- SetTexture [_ReflectiveColorCube] {
- combine texture +- previous, primary
- Matrix [_Reflection]
- }
- }
- }
-
- // single texture
- Subshader {
- Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
- Pass {
- Color (0.5,0.5,0.5,0)
- SetTexture [_MainTex] {
- Matrix [_WaveMatrix]
- combine texture, primary
- }
- }
- }
-
-
- }
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