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ece8c8d5cb
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using UnityEngine;
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namespace LowPolyWater
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{
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public class LowPolyWater : MonoBehaviour
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{
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public float waveHeight = 0.5f;
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Mesh mesh;
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Vector3[] vertices;
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private void Awake()
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{
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meshFilter = GetComponent<MeshFilter>();
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}
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void Start()
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{
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CreateMeshLowPoly(meshFilter);
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}
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/// <summary>
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/// Rearranges the mesh vertices to create a 'low poly' effect
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/// </summary>
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/// <param name="mf">Mesh filter of gamobject</param>
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/// <returns></returns>
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MeshFilter CreateMeshLowPoly(MeshFilter mf)
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{
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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this.vertices = mesh.vertices;
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return mf;
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}
|
||||
|
||||
void Update()
|
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{
|
||||
GenerateWaves();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Based on the specified wave height and frequency, generate
|
||||
/// wave motion originating from waveOriginPosition
|
||||
/// </summary>
|
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void GenerateWaves()
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{
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for (int i = 0; i < vertices.Length; i++)
|
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{
|
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Vector3 v = vertices[i];
|
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//Initially set the wave height to 0
|
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v.y = 0.0f;
|
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|
||||
//Get the distance between wave origin position and the current vertex
|
||||
float distance = Vector3.Distance(v, waveOriginPosition);
|
||||
distance = (distance % waveLength) / waveLength;
|
||||
|
||||
//Oscilate the wave height via sine to create a wave effect
|
||||
v.y = waveHeight * Mathf.Sin(Time.time * Mathf.PI * 2.0f * waveFrequency
|
||||
+ (Mathf.PI * 2.0f * distance));
|
||||
|
||||
//Update the vertex
|
||||
vertices[i] = v;
|
||||
}
|
||||
|
||||
//Update the mesh properties
|
||||
mesh.vertices = vertices;
|
||||
mesh.RecalculateNormals();
|
||||
mesh.MarkDynamic();
|
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meshFilter.mesh = mesh;
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}
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Shader "LowPolyWater/WaterShaded" {
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Properties {
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_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
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_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
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_Shininess ("Shininess", Float) = 10
|
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_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
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_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.2 ,0.39, 0.5, 1.0)
|
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_BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
|
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_BumpDirection ("Foam movement", Vector) = (1.0 ,1.0, -1.0, 1.0)
|
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|
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_Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
|
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[MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0
|
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}
|
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|
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|
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CGINCLUDE
|
||||
|
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#include "UnityCG.cginc"
|
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#include "UnityLightingCommon.cginc" // for _LightColor0
|
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|
||||
|
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sampler2D _ShoreTex;
|
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sampler2D_float _CameraDepthTexture;
|
||||
|
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uniform float4 _BaseColor;
|
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uniform float _Shininess;
|
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|
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uniform float4 _InvFadeParemeter;
|
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|
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uniform float4 _BumpTiling;
|
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uniform float4 _BumpDirection;
|
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|
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uniform float4 _Foam;
|
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float _isInnerAlphaBlendOrColor;
|
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#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
|
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|
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|
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struct appdata
|
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{
|
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float4 vertex : POSITION;
|
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float3 normal : NORMAL;
|
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};
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|
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|
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struct v2f
|
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{
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float4 pos : SV_POSITION;
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float4 normalInterpolator : TEXCOORD0;
|
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float4 viewInterpolator : TEXCOORD1;
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float4 bumpCoords : TEXCOORD2;
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float4 screenPos : TEXCOORD3;
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float4 grabPassPos : TEXCOORD4;
|
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half3 worldRefl : TEXCOORD6;
|
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float4 posWorld : TEXCOORD7;
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float3 normalDir : TEXCOORD8;
|
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|
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UNITY_FOG_COORDS(5)
|
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};
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inline half4 Foam(sampler2D shoreTex, half4 coords)
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{
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half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
|
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return foam;
|
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}
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v2f vert(appdata_full v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
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half3 vtxForAni = (worldSpaceVertex).xzz;
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|
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half3 offsets = half3(0,0,0);
|
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half3 nrml = half3(0,1,0);
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v.vertex.xyz += offsets;
|
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half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
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o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
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|
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o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
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o.normalInterpolator.xyz = nrml;
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o.viewInterpolator.w = saturate(offsets.y);
|
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o.normalInterpolator.w = 1;
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UNITY_TRANSFER_FOG(o,o.pos);
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half3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
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float4x4 modelMatrix = unity_ObjectToWorld;
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float4x4 modelMatrixInverse = unity_WorldToObject;
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o.posWorld = mul(modelMatrix, v.vertex);
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o.normalDir = normalize( mul(float4(v.normal, 0.0), modelMatrixInverse).xyz);
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|
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
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o.worldRefl = reflect(-worldViewDir, worldNormal);
|
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|
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return o;
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}
|
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half4 calculateBaseColor(v2f input)
|
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{
|
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float3 normalDirection = normalize(input.normalDir);
|
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|
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float3 viewDirection = normalize(
|
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_WorldSpaceCameraPos - input.posWorld.xyz);
|
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float3 lightDirection;
|
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float attenuation;
|
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|
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if (0.0 == _WorldSpaceLightPos0.w) // directional light?
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{
|
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attenuation = 1.0; // no attenuation
|
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lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
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}
|
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else // point or spot light
|
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{
|
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float3 vertexToLightSource =
|
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_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
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float distance = length(vertexToLightSource);
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attenuation = 1.0 / distance; // linear attenuation
|
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lightDirection = normalize(vertexToLightSource);
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}
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float3 ambientLighting =
|
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UNITY_LIGHTMODEL_AMBIENT.rgb * _BaseColor.rgb;
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float3 diffuseReflection =
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attenuation * _LightColor0.rgb * _BaseColor.rgb
|
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* max(0.0, dot(normalDirection, lightDirection));
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float3 specularReflection;
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if (dot(normalDirection, lightDirection) < 0.0)
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// light source on the wrong side?
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{
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specularReflection = float3(0.0, 0.0, 0.0);
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// no specular reflection
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}
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else
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{
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specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _Shininess);
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}
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return half4(ambientLighting + diffuseReflection + specularReflection, 1.0);
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}
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half4 frag( v2f i ) : SV_Target
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{
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half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
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#ifdef WATER_EDGEBLEND_ON
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half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
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depth = LinearEyeDepth(depth);
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edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
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#endif
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half4 baseColor = calculateBaseColor(i);
|
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|
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|
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half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
|
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baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
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if( _isInnerAlphaBlendOrColor==0)
|
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baseColor.rgb += 1.0-edgeBlendFactors.x;
|
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if( _isInnerAlphaBlendOrColor==1.0)
|
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baseColor.a = edgeBlendFactors.x;
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UNITY_APPLY_FOG(i.fogCoord, baseColor);
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return baseColor;
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}
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ENDCG
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Subshader
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Lod 500
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ColorMask RGB
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GrabPass { "_RefractionTex" }
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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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 WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
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ENDCG
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}
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