move water to other folder

This commit is contained in:
Le Duc Anh
2026-01-09 22:14:17 +07:00
parent 057825c1d9
commit df2a0f378b
38 changed files with 45523 additions and 182 deletions
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Shader "Custom/Water"
{
Properties
{
_BaseColor("Base Color", Color) = (0.2, 0.5, 0.8, 1)
_Transparency("Transparency", Range(0,1)) = 0.5
_MainTex("Grayscale Texture", 2D) = "white" {}
_MainTexSpeed("Grayscale Scroll Speed", Vector) = (0.02, 0.01, 0, 0)
_NormalMap("Normal Map", 2D) = "bump" {}
_NormalSpeed("Normal Scroll Speed", Vector) = (0.05, 0.03, 0, 0)
}
SubShader
{
Tags
{
"RenderType"="Transparent"
"Queue"="Transparent"
"IgnoreProjector"="True"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
LOD 200
Pass
{
Name "WaterForward"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile _ _NORMALMAP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 tangentWS : TEXCOORD2;
float3 bitangentWS : TEXCOORD3;
};
float4 _BaseColor;
float _Transparency;
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
float4 _MainTex_ST;
float2 _MainTexSpeed;
float4 _NormalMap_ST;
float2 _NormalSpeed;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
// Normal / tangent to world space
float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
float3 tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
float sign = IN.tangentOS.w * unity_WorldTransformParams.w;
float3 bitangentWS = cross(normalWS, tangentWS) * sign;
OUT.normalWS = normalWS;
OUT.tangentWS = tangentWS;
OUT.bitangentWS = bitangentWS;
return OUT;
}
float3 ApplyNormalMap(float2 uv, float3 normalWS, float3 tangentWS, float3 bitangentWS)
{
float t = _Time.y;
float2 scrollUV = uv + _NormalSpeed * t;
float4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, scrollUV);
float3 normalTS = UnpackNormal(normalSample);
// Construct world normal
float3x3 TBN = float3x3(tangentWS, bitangentWS, normalWS);
return normalize(mul(TBN, normalTS));
}
float4 frag(Varyings IN) : SV_TARGET
{
float3 normalWS = ApplyNormalMap(IN.uv, IN.normalWS, IN.tangentWS, IN.bitangentWS);
// 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;
// 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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