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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- Shader "FX/Water" {
- Properties {
- blendFactor ("Edge blend", Range(0.01,5)) = .15
- _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
- _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
- _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
- _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
- [NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
- [NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {}
- WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
- [NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
- _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1)
- [HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {}
- [HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {}
- }
- // -----------------------------------------------------------
- // Fragment program cards
- Subshader {
- Tags { "WaterMode"="Refractive" "RenderType"="Transparent" "Queue"="Transparent"}
- 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_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
- #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
- #define HAS_REFLECTION 1
- #endif
- #if defined (WATER_REFRACTIVE)
- #define HAS_REFRACTION 1
- #endif
- #include "UnityCG.cginc"
- uniform float4 _WaveScale4;
- uniform float4 _WaveOffset;
- #if HAS_REFLECTION
- uniform float _ReflDistort;
- #endif
- #if HAS_REFRACTION
- uniform float _RefrDistort;
- #endif
- sampler2D_float _CameraDepthTexture;
- float blendFactor;
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- float4 screenPos : TEXCOORD4;
- #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
- float4 ref : TEXCOORD0;
- float2 bumpuv0 : TEXCOORD1;
- float2 bumpuv1 : TEXCOORD2;
- float3 viewDir : TEXCOORD3;
- #else
- float2 bumpuv0 : TEXCOORD0;
- float2 bumpuv1 : TEXCOORD1;
- float3 viewDir : TEXCOORD2;
- #endif
- UNITY_FOG_COORDS(4)
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- o.screenPos = ComputeNonStereoScreenPos(o.pos);
- // scroll bump waves
- float4 temp;
- float4 wpos = mul (unity_ObjectToWorld, v.vertex);
- temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
- o.bumpuv0 = temp.xy;
- o.bumpuv1 = temp.wz;
- // object space view direction (will normalize per pixel)
- o.viewDir.xzy = WorldSpaceViewDir(v.vertex);
- #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
- o.ref = ComputeNonStereoScreenPos(o.pos);
- #endif
- UNITY_TRANSFER_FOG(o,o.pos);
- return o;
- }
- #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
- sampler2D _ReflectionTex;
- #endif
- #if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE)
- sampler2D _ReflectiveColor;
- #endif
- #if defined (WATER_REFRACTIVE)
- sampler2D _Fresnel;
- sampler2D _RefractionTex;
- uniform float4 _RefrColor;
- #endif
- #if defined (WATER_SIMPLE)
- uniform float4 _HorizonColor;
- #endif
- sampler2D _BumpMap;
- half4 frag( v2f i ) : SV_Target
- {
- i.viewDir = normalize(i.viewDir);
- half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
- depth = LinearEyeDepth(depth);
- half fadeAlpha = saturate(blendFactor * (depth-i.screenPos.w)).x;
- // combine two scrolling bumpmaps into one
- half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
- half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
- half3 bump = (bump1 + bump2) * 0.5;
- // fresnel factor
- half fresnelFac = dot( i.viewDir, bump );
- // perturb reflection/refraction UVs by bumpmap, and lookup colors
- #if HAS_REFLECTION
- float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
- half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) );
- #endif
- #if HAS_REFRACTION
- float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
- half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor;
- #endif
- // final color is between refracted and reflected based on fresnel
- half4 color;
- #if defined(WATER_REFRACTIVE)
- half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) );
- color = lerp( refr, refl, fresnel);
- color.a = fadeAlpha;
- #endif
- #if defined(WATER_REFLECTIVE)
- half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
- color.rgb = lerp( water.rgb, refl.rgb, water.a );
- color.a = refl.a * water.a * fadeAlpha;
- #endif
- #if defined(WATER_SIMPLE)
- half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
- color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
- color.a = fadeAlpha;
- #endif
- UNITY_APPLY_FOG(i.fogCoord, color);
- return color;
- }
- ENDCG
- }
- }
- }
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