move water to other folder
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Shader "Custom/Water"
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{
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Properties
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{
|
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_BaseColor("Base Color", Color) = (0.2, 0.5, 0.8, 1)
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_Transparency("Transparency", Range(0,1)) = 0.5
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_MainTex("Grayscale Texture", 2D) = "white" {}
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_MainTexSpeed("Grayscale Scroll Speed", Vector) = (0.02, 0.01, 0, 0)
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_NormalMap("Normal Map", 2D) = "bump" {}
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_NormalSpeed("Normal Scroll Speed", Vector) = (0.05, 0.03, 0, 0)
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Transparent"
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
|
||||
LOD 200
|
||||
|
||||
Pass
|
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{
|
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Name "WaterForward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
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HLSLPROGRAM
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#pragma vertex vert
|
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#pragma fragment frag
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#pragma multi_compile_fog
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#pragma multi_compile _ _NORMALMAP
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
|
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float3 tangentWS : TEXCOORD2;
|
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float3 bitangentWS : TEXCOORD3;
|
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};
|
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float4 _BaseColor;
|
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float _Transparency;
|
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TEXTURE2D(_MainTex);
|
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SAMPLER(sampler_MainTex);
|
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|
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TEXTURE2D(_NormalMap);
|
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SAMPLER(sampler_NormalMap);
|
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float4 _MainTex_ST;
|
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float2 _MainTexSpeed;
|
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|
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float4 _NormalMap_ST;
|
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float2 _NormalSpeed;
|
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|
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Varyings vert(Attributes IN)
|
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{
|
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Varyings OUT;
|
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|
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OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
|
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|
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OUT.uv = IN.uv;
|
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|
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// Normal / tangent to world space
|
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float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
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float3 tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
|
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float sign = IN.tangentOS.w * unity_WorldTransformParams.w;
|
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float3 bitangentWS = cross(normalWS, tangentWS) * sign;
|
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|
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OUT.normalWS = normalWS;
|
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OUT.tangentWS = tangentWS;
|
||||
OUT.bitangentWS = bitangentWS;
|
||||
|
||||
return OUT;
|
||||
}
|
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|
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float3 ApplyNormalMap(float2 uv, float3 normalWS, float3 tangentWS, float3 bitangentWS)
|
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{
|
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float t = _Time.y;
|
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|
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float2 scrollUV = uv + _NormalSpeed * t;
|
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float4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, scrollUV);
|
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float3 normalTS = UnpackNormal(normalSample);
|
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|
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// Construct world normal
|
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float3x3 TBN = float3x3(tangentWS, bitangentWS, normalWS);
|
||||
return normalize(mul(TBN, normalTS));
|
||||
}
|
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|
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float4 frag(Varyings IN) : SV_TARGET
|
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{
|
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float3 normalWS = ApplyNormalMap(IN.uv, IN.normalWS, IN.tangentWS, IN.bitangentWS);
|
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|
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// Animated grayscale texture
|
||||
float t = _Time.y;
|
||||
float2 mainUV = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw + _MainTexSpeed * t;
|
||||
float gray = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, mainUV).r;
|
||||
|
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// Simple lighting
|
||||
Light mainLight = GetMainLight();
|
||||
float NdotL = saturate(dot(normalWS, mainLight.direction));
|
||||
|
||||
float3 litColor = _BaseColor.rgb * (0.3 + NdotL) * gray;
|
||||
|
||||
return float4(litColor, 1.0 - _Transparency);
|
||||
}
|
||||
|
||||
ENDHLSL
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}
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}
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Reference in New Issue
Block a user