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