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No commits in common. "bdc4b2feb7353b6032f9c1bf6fdcded59ec3d398" and "ab7217ce5b63fcfe2f422a42157d5f3ce5ab572c" have entirely different histories.
bdc4b2feb7
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ab7217ce5b
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- _FoamColor: {r: 0.4862745, g: 0.8169889, b: 0.9433962, a: 1}
|
||||
- _FoamWaveParams: {r: 0, g: 0.24918434, b: 3.3395782, a: 1}
|
||||
- _Fresnel_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _GAmplitude: {r: 0, g: 0, b: 0, a: 0}
|
||||
|
||||
@ -50,7 +50,7 @@ MeshRenderer:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2840576771603088631}
|
||||
m_Enabled: 1
|
||||
m_CastShadows: 0
|
||||
m_CastShadows: 1
|
||||
m_ReceiveShadows: 1
|
||||
m_DynamicOccludee: 1
|
||||
m_StaticShadowCaster: 0
|
||||
|
||||
@ -1,117 +1,212 @@
|
||||
Shader "LowPolyWater/WaterShaded_Ortho_Final" {
|
||||
Shader "LowPolyWater/WaterShaded" {
|
||||
Properties {
|
||||
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
|
||||
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
|
||||
|
||||
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
|
||||
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
|
||||
_Shininess ("Shininess", Float) = 10
|
||||
|
||||
_FoamColor ("Foam Color", Color) = (1,1,1,1)
|
||||
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
|
||||
|
||||
_InvFadeParemeter ("Shore Thickness (X), Foam Spread (Y)", Vector) = (5.0 ,2.0, 0.5, 1.0)
|
||||
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
|
||||
|
||||
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.2 ,0.39, 0.5, 1.0)
|
||||
|
||||
_BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
|
||||
_BumpDirection ("Foam movement", Vector) = (1.0 ,1.0, -1.0, 1.0)
|
||||
_BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
|
||||
_BumpDirection ("Foam movement", Vector) = (1.0 ,1.0, -1.0, 1.0)
|
||||
|
||||
_Foam ("Foam (intensity, cutoff)", Vector) = (0.5, 0.375, 0.0, 0.0)
|
||||
[MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0
|
||||
_Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
|
||||
[MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0
|
||||
}
|
||||
|
||||
Subshader {
|
||||
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
|
||||
Lod 500
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityLightingCommon.cginc" // for _LightColor0
|
||||
|
||||
|
||||
sampler2D _ShoreTex;
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform float4 _BaseColor;
|
||||
uniform float _Shininess;
|
||||
|
||||
uniform float4 _InvFadeParemeter;
|
||||
|
||||
Pass {
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
|
||||
#pragma target 3.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
uniform float4 _BumpTiling;
|
||||
uniform float4 _BumpDirection;
|
||||
|
||||
uniform float4 _Foam;
|
||||
float _isInnerAlphaBlendOrColor;
|
||||
#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
|
||||
|
||||
sampler2D _ShoreTex;
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
|
||||
float4 _BaseColor;
|
||||
float4 _FoamColor;
|
||||
float _SpecColor;
|
||||
float _Shininess;
|
||||
float4 _InvFadeParemeter;
|
||||
float4 _BumpTiling;
|
||||
float4 _BumpDirection;
|
||||
float4 _Foam;
|
||||
float _isInnerAlphaBlendOrColor;
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float4 screenPos : TEXCOORD3;
|
||||
float4 bumpCoords : TEXCOORD4;
|
||||
float3 worldPos : TEXCOORD5;
|
||||
float3 worldNormal : TEXCOORD6;
|
||||
UNITY_FOG_COORDS(7)
|
||||
};
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 normalInterpolator : TEXCOORD0;
|
||||
float4 viewInterpolator : TEXCOORD1;
|
||||
float4 bumpCoords : TEXCOORD2;
|
||||
float4 screenPos : TEXCOORD3;
|
||||
float4 grabPassPos : TEXCOORD4;
|
||||
half3 worldRefl : TEXCOORD6;
|
||||
float4 posWorld : TEXCOORD7;
|
||||
float3 normalDir : TEXCOORD8;
|
||||
|
||||
v2f vert(appdata_full v) {
|
||||
v2f o;
|
||||
// The vertex position here will include any changes made by your C# script
|
||||
// if you are modifying the mesh filter's vertices.
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.screenPos = ComputeScreenPos(o.pos);
|
||||
COMPUTE_EYEDEPTH(o.screenPos.z);
|
||||
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||
|
||||
o.bumpCoords.xyzw = (o.worldPos.xzxz + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
|
||||
|
||||
UNITY_TRANSFER_FOG(o, o.pos);
|
||||
return o;
|
||||
}
|
||||
UNITY_FOG_COORDS(5)
|
||||
};
|
||||
|
||||
inline half4 Foam(sampler2D shoreTex, half4 coords)
|
||||
{
|
||||
half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
|
||||
return foam;
|
||||
}
|
||||
|
||||
half4 frag(v2f i) : SV_Target {
|
||||
// 1. Calculate Depth for Ortho
|
||||
float rawDepth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
|
||||
float sceneZ = LinearEyeDepth(rawDepth);
|
||||
float waterZ = i.screenPos.z;
|
||||
float diff = sceneZ - waterZ;
|
||||
v2f vert(appdata_full v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
|
||||
// 2. Foam Factors
|
||||
// edgeFactor is the solid line. foamFactor is the textured area.
|
||||
float edgeFactor = saturate(_InvFadeParemeter.x * diff);
|
||||
float foamFactor = saturate(_InvFadeParemeter.y * diff);
|
||||
|
||||
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
|
||||
half3 vtxForAni = (worldSpaceVertex).xzz;
|
||||
|
||||
half3 offsets = half3(0,0,0);
|
||||
half3 nrml = half3(0,1,0);
|
||||
|
||||
v.vertex.xyz += offsets;
|
||||
|
||||
half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
|
||||
|
||||
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
|
||||
|
||||
// 3. Lighting
|
||||
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
|
||||
float diffExp = max(0.1, dot(i.worldNormal, lightDir)); // Simple wrap lighting
|
||||
float4 finalCol = float4(_BaseColor.rgb * diffExp, _BaseColor.a);
|
||||
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.screenPos=ComputeScreenPos(o.pos);
|
||||
o.normalInterpolator.xyz = nrml;
|
||||
o.viewInterpolator.w = saturate(offsets.y);
|
||||
o.normalInterpolator.w = 1;
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||
float4x4 modelMatrix = unity_ObjectToWorld;
|
||||
float4x4 modelMatrixInverse = unity_WorldToObject;
|
||||
o.posWorld = mul(modelMatrix, v.vertex);
|
||||
o.normalDir = normalize( mul(float4(v.normal, 0.0), modelMatrixInverse).xyz);
|
||||
|
||||
// 4. Foam Texturing
|
||||
float4 foamTex = (tex2D(_ShoreTex, i.bumpCoords.xy) * tex2D(_ShoreTex, i.bumpCoords.zw));
|
||||
|
||||
// Add the "Shore Line" using the Foam Color (White by default)
|
||||
float shoreStrength = (1.0 - edgeFactor);
|
||||
finalCol.rgb = lerp(finalCol.rgb, _FoamColor.rgb, shoreStrength);
|
||||
|
||||
// Add the "Foam Bubbles" texture near the edges
|
||||
float texturedFoam = foamTex.r * (1.0 - foamFactor) * _Foam.x;
|
||||
finalCol.rgb += _FoamColor.rgb * texturedFoam;
|
||||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
||||
o.worldRefl = reflect(-worldViewDir, worldNormal);
|
||||
|
||||
// 5. Alpha handling
|
||||
if(_isInnerAlphaBlendOrColor > 0) {
|
||||
finalCol.a = edgeFactor;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 calculateBaseColor(v2f input)
|
||||
{
|
||||
float3 normalDirection = normalize(input.normalDir);
|
||||
|
||||
float3 viewDirection = normalize(
|
||||
_WorldSpaceCameraPos - input.posWorld.xyz);
|
||||
float3 lightDirection;
|
||||
float attenuation;
|
||||
|
||||
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
|
||||
{
|
||||
attenuation = 1.0; // no attenuation
|
||||
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
||||
}
|
||||
else // point or spot light
|
||||
{
|
||||
float3 vertexToLightSource =
|
||||
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
|
||||
float distance = length(vertexToLightSource);
|
||||
attenuation = 1.0 / distance; // linear attenuation
|
||||
lightDirection = normalize(vertexToLightSource);
|
||||
}
|
||||
|
||||
float3 ambientLighting =
|
||||
UNITY_LIGHTMODEL_AMBIENT.rgb * _BaseColor.rgb;
|
||||
|
||||
float3 diffuseReflection =
|
||||
attenuation * _LightColor0.rgb * _BaseColor.rgb
|
||||
* max(0.0, dot(normalDirection, lightDirection));
|
||||
|
||||
float3 specularReflection;
|
||||
if (dot(normalDirection, lightDirection) < 0.0)
|
||||
// light source on the wrong side?
|
||||
{
|
||||
specularReflection = float3(0.0, 0.0, 0.0);
|
||||
// no specular reflection
|
||||
}
|
||||
else
|
||||
{
|
||||
specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _Shininess);
|
||||
}
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, finalCol);
|
||||
return finalCol;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
return half4(ambientLighting + diffuseReflection + specularReflection, 1.0);
|
||||
}
|
||||
|
||||
half4 frag( v2f i ) : SV_Target
|
||||
{
|
||||
|
||||
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
|
||||
|
||||
#ifdef WATER_EDGEBLEND_ON
|
||||
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
|
||||
depth = LinearEyeDepth(depth);
|
||||
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
|
||||
edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
|
||||
#endif
|
||||
|
||||
|
||||
half4 baseColor = calculateBaseColor(i);
|
||||
|
||||
|
||||
half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
|
||||
baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
|
||||
if( _isInnerAlphaBlendOrColor==0)
|
||||
baseColor.rgb += 1.0-edgeBlendFactors.x;
|
||||
if( _isInnerAlphaBlendOrColor==1.0)
|
||||
baseColor.a = edgeBlendFactors.x;
|
||||
UNITY_APPLY_FOG(i.fogCoord, baseColor);
|
||||
return baseColor;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
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Subshader
|
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{
|
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Tags {"RenderType"="Transparent" "Queue"="Transparent"}
|
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|
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Lod 500
|
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ColorMask RGB
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|
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GrabPass { "_RefractionTex" }
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Pass {
|
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest LEqual
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma target 3.0
|
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#pragma vertex vert
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#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
|
||||
|
||||
ENDCG
|
||||
}
|
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}
|
||||
|
||||
|
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Fallback "Transparent/Diffuse"
|
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}
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