Shader "Custom/Water" { Properties { _MainTex("Texture", 2D) = "white" {} _DeepColor("Deep Color", Color) = (0, 0, 1, 1) _ShallowColor("Shallow Color", Color) = (0, 1, 0, 1) _DepthFadeDist("Depth Fade Distance", Range(0, 10)) = 1 _ShadeBitDepth ("Shade Bit Depth", Range(0, 15)) = 5 _RefractionSpeed("Refraction Speed", Range(0, 3)) = 1 _RefractionStrength("Refraction Strength", Range(0, 3)) = 1 _RefractionScale("Refraction Scale", Range(0, 3)) = 1 _RefractionDepthFix("Refraction Depth Fix", Range(0, 10)) = 1 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "PreviewType" = "Plane" } // ZWrite On Blend SrcAlpha OneMinusSrcAlpha Pass { Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "Water.hlsl" ENDCG } Pass { Tags { "LightMode" = "ForwardAdd" } CGPROGRAM #pragma multi_compile_lightpass #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "Water.hlsl" ENDCG } UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" } }