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mouurusai

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Sep 1st, 2019
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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "WaterSurface"
  4. {
  5.     Properties
  6.     {
  7.         _DropsTex("DropsTex", 2D) = "white" {}
  8.         _Smooth("Smooth", Range( 0 , 1)) = 0.92
  9.         _TextureSample1("Texture Sample 1", CUBE) = "white" {}
  10.         _WavesScale("WavesScale", Float) = 1
  11.         _RingsScale("RingsScale", Float) = 1
  12.         _Texture0("Texture 0", 2D) = "bump" {}
  13.         _Albedo("Albedo", Color) = (0,0,0,0)
  14.         _ParallaxScale("ParallaxScale", Range( 0 , 0.3)) = 0.1
  15.         _RingShift("RingShift", Range( 0 , 1)) = 0
  16.         [HideInInspector] _texcoord( "", 2D ) = "white" {}
  17.         [HideInInspector] __dirty( "", Int ) = 1
  18.     }
  19.  
  20.     SubShader
  21.     {
  22.         Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }
  23.         Cull Back
  24.         CGINCLUDE
  25.         #include "UnityStandardUtils.cginc"
  26.         #include "UnityShaderVariables.cginc"
  27.         #include "UnityCG.cginc"
  28.         #include "UnityPBSLighting.cginc"
  29.         #include "Lighting.cginc"
  30.         #pragma target 3.0
  31.         #ifdef UNITY_PASS_SHADOWCASTER
  32.             #undef INTERNAL_DATA
  33.             #undef WorldReflectionVector
  34.             #undef WorldNormalVector
  35.             #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  36.             #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  37.             #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  38.         #endif
  39.         struct Input
  40.         {
  41.             float4 screenPos;
  42.             float3 worldNormal;
  43.             INTERNAL_DATA
  44.             float3 worldPos;
  45.             float2 uv_texcoord;
  46.             float3 worldRefl;
  47.         };
  48.  
  49.         uniform sampler2D _DropsTex;
  50.         uniform float _RingsScale;
  51.         uniform float _RingShift;
  52.         uniform sampler2D _Texture0;
  53.         uniform float _ParallaxScale;
  54.         uniform float4 _Texture0_ST;
  55.         uniform float _WavesScale;
  56.         uniform float4 _Albedo;
  57.         uniform samplerCUBE _TextureSample1;
  58.         uniform float _Smooth;
  59.  
  60.  
  61.         inline float4 ASE_ComputeGrabScreenPos( float4 pos )
  62.         {
  63.             #if UNITY_UV_STARTS_AT_TOP
  64.             float scale = -1.0;
  65.             #else
  66.             float scale = 1.0;
  67.             #endif
  68.             float4 o = pos;
  69.             o.y = pos.w * 0.5f;
  70.             o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
  71.             return o;
  72.         }
  73.  
  74.  
  75.         void surf( Input i , inout SurfaceOutputStandard o )
  76.         {
  77.             float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
  78.             float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
  79.             float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
  80.             float4 tex2DNode7 = tex2D( _DropsTex, ase_grabScreenPosNorm.xy );
  81.             float temp_output_66_0 = saturate( ( tex2DNode7.a - _RingShift ) );
  82.             float4 lerpResult56 = lerp( float4( float3(0,0,1) , 0.0 ) , ( ( tex2DNode7 - float4( 0.5,0.5,0.5,0 ) ) * _RingsScale * temp_output_66_0 ) , temp_output_66_0);
  83.             float3 ase_worldPos = i.worldPos;
  84.             float3 ase_worldViewDir = Unity_SafeNormalize( UnityWorldSpaceViewDir( ase_worldPos ) );
  85.             float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  86.             float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
  87.             float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
  88.             float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
  89.             float3 ase_tanViewDir = mul( ase_worldToTangent, ase_worldViewDir );
  90.             float2 paralaxOffset36 = ParallaxOffset( tex2DNode7.a , ( tex2DNode7.a * _ParallaxScale ) , ase_tanViewDir );
  91.             float2 uv_TexCoord28 = i.uv_texcoord * _Texture0_ST.xy + _Texture0_ST.zw;
  92.             float2 temp_output_40_0 = ( paralaxOffset36 + uv_TexCoord28 );
  93.             float2 panner27 = ( 1.0 * _Time.y * float2( 0.03,0.03 ) + temp_output_40_0);
  94.             float2 panner30 = ( 1.0 * _Time.y * float2( -0.05,0.04 ) + temp_output_40_0);
  95.             float3 break60 = BlendNormals( UnpackNormal( tex2D( _Texture0, panner27 ) ) , UnpackNormal( tex2D( _Texture0, panner30 ) ) );
  96.             float3 appendResult61 = (float3(break60.x , break60.y , _WavesScale));
  97.             float3 normalizeResult59 = normalize( appendResult61 );
  98.             float3 normalizeResult17 = normalize( BlendNormals( lerpResult56.rgb , normalizeResult59 ) );
  99.             o.Normal = normalizeResult17;
  100.             o.Albedo = _Albedo.rgb;
  101.             float fresnelNdotV49 = dot( (WorldNormalVector( i , normalizeResult17 )), ase_worldViewDir );
  102.             float f049 = 0.0;
  103.             float fresnelNode49 = ( f049 + ( 1.0 - f049 ) * pow( 1.0 - fresnelNdotV49, 5 ) );
  104.             float4 lerpResult50 = lerp( float4( 0,0,0,0 ) , texCUBE( _TextureSample1, WorldReflectionVector( i , normalizeResult17 ) ) , ( saturate( fresnelNode49 ) * 0.25 ));
  105.             o.Emission = lerpResult50.rgb;
  106.             o.Smoothness = _Smooth;
  107.             o.Alpha = 1;
  108.         }
  109.  
  110.         ENDCG
  111.         CGPROGRAM
  112.         #pragma surface surf Standard keepalpha fullforwardshadows
  113.  
  114.         ENDCG
  115.         Pass
  116.         {
  117.             Name "ShadowCaster"
  118.             Tags{ "LightMode" = "ShadowCaster" }
  119.             ZWrite On
  120.             CGPROGRAM
  121.             #pragma vertex vert
  122.             #pragma fragment frag
  123.             #pragma target 3.0
  124.             #pragma multi_compile_shadowcaster
  125.             #pragma multi_compile UNITY_PASS_SHADOWCASTER
  126.             #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  127.             #include "HLSLSupport.cginc"
  128.             #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  129.                 #define CAN_SKIP_VPOS
  130.             #endif
  131.             #include "UnityCG.cginc"
  132.             #include "Lighting.cginc"
  133.             #include "UnityPBSLighting.cginc"
  134.             struct v2f
  135.             {
  136.                 V2F_SHADOW_CASTER;
  137.                 float2 customPack1 : TEXCOORD1;
  138.                 float4 screenPos : TEXCOORD2;
  139.                 float4 tSpace0 : TEXCOORD3;
  140.                 float4 tSpace1 : TEXCOORD4;
  141.                 float4 tSpace2 : TEXCOORD5;
  142.                 UNITY_VERTEX_INPUT_INSTANCE_ID
  143.             };
  144.             v2f vert( appdata_full v )
  145.             {
  146.                 v2f o;
  147.                 UNITY_SETUP_INSTANCE_ID( v );
  148.                 UNITY_INITIALIZE_OUTPUT( v2f, o );
  149.                 UNITY_TRANSFER_INSTANCE_ID( v, o );
  150.                 Input customInputData;
  151.                 float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  152.                 half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  153.                 half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  154.                 half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  155.                 half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  156.                 o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  157.                 o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  158.                 o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  159.                 o.customPack1.xy = customInputData.uv_texcoord;
  160.                 o.customPack1.xy = v.texcoord;
  161.                 TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  162.                 o.screenPos = ComputeScreenPos( o.pos );
  163.                 return o;
  164.             }
  165.             half4 frag( v2f IN
  166.             #if !defined( CAN_SKIP_VPOS )
  167.             , UNITY_VPOS_TYPE vpos : VPOS
  168.             #endif
  169.             ) : SV_Target
  170.             {
  171.                 UNITY_SETUP_INSTANCE_ID( IN );
  172.                 Input surfIN;
  173.                 UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  174.                 surfIN.uv_texcoord = IN.customPack1.xy;
  175.                 float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  176.                 half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  177.                 surfIN.worldPos = worldPos;
  178.                 surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  179.                 surfIN.worldRefl = -worldViewDir;
  180.                 surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  181.                 surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  182.                 surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  183.                 surfIN.screenPos = IN.screenPos;
  184.                 SurfaceOutputStandard o;
  185.                 UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  186.                 surf( surfIN, o );
  187.                 #if defined( CAN_SKIP_VPOS )
  188.                 float2 vpos = IN.pos;
  189.                 #endif
  190.                 SHADOW_CASTER_FRAGMENT( IN )
  191.             }
  192.             ENDCG
  193.         }
  194.     }
  195.     Fallback "Diffuse"
  196.     CustomEditor "ASEMaterialInspector"
  197. }
  198. /*ASEBEGIN
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