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