Kastell/Assets/Pixel3D/Shaders/Water.shader
Gerard Gascón f5c1616018 init
2025-02-02 23:45:04 +01:00

57 lines
1.4 KiB
Text

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"
}
}