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- Shader "Unlit/SimpleWater"
- {
- Properties
- {
- _Tint("Tint", Color) = (1, 1, 1, .5)
- _MainTex("Main Texture", 2D) = "white" {}
- _NoiseTex("Extra Wave Noise", 2D) = "white" {}
- _Speed("Wave Speed", Range(0,1)) = 0.5
- _Amount("Wave Amount", Range(0,10)) = 0.5
- _Height("Wave Height", Range(0,10)) = 0.5
- _Foam("Foamline Thickness", Range(0,3)) = 0.5
- [Toggle(SATURATE)] _SATURATE("Saturate", Float) = 1
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" "Queue" = "Transparent" }
- LOD 100
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #pragma shader_feature SATURATE
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- float4 scrPos : TEXCOORD1;//
- };
- float4 _Tint;
- uniform sampler2D _CameraDepthTexture; //Depth Texture
- sampler2D _MainTex, _NoiseTex;//
- float4 _MainTex_ST;
- float _Speed, _Amount, _Height, _Foam;//
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.scrPos = ComputeScreenPos(o.vertex); // grab position on screen
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- // sample the texture
- half4 col = tex2D(_MainTex, i.uv) * _Tint;// texture times tint;
- half depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos))); // depth
- half4 foamLine = (_Foam * (depth - i.scrPos.w));// foam line by comparing depth and screenposition
- #if SATURATE
- foamLine = saturate(_Foam * (depth - i.scrPos.w));// foam line by comparing depth and screenposition
- #endif
- col = (foamLine * _Amount) * _Tint; // add the foam line and tint to the texture
- return col;
- }
- ENDCG
- }
- }
- }
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