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- Shader "Unlit/Simple Water Interactive"
- {
- Properties
- {
- _Color("Tint", Color) = (1, 1, 1, .5)
- _FoamC("Foam", Color) = (1, 1, 1, .5)
- _MainTex ("Main Texture", 2D) = "white" {}
- _MaskInt ("RenderTexture Mask", 2D) = "white" {}
- _TextureDistort("Texture Wobble", range(0,1)) = 0.1
- _NoiseTex("Extra Wave Noise", 2D) = "white" {}
- _Speed("Wave Speed", Range(0,1)) = 0.5
- _Amount("Wave Amount", Range(0,1)) = 0.6
- _Scale("Scale", Range(0,1)) = 0.5
- _Height("Wave Height", Range(0,1)) = 0.1
- _Foam("Foamline Thickness", Range(0,10)) = 8
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
- LOD 100
- Blend OneMinusDstColor One
- Cull Off
- GrabPass{
- Name "BASE"
- Tags{ "LightMode" = "Always" }
- }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD3;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- float4 scrPos : TEXCOORD2;//
- float4 worldPos : TEXCOORD4;//
- };
- float _TextureDistort;
- float4 _Color;
- sampler2D _CameraDepthTexture; //Depth Texture
- sampler2D _MainTex, _NoiseTex;//
- float4 _MainTex_ST;
- float _Speed, _Amount, _Height, _Foam, _Scale;//
- float4 _FoamC;
- sampler2D _MaskInt;
- uniform float3 _Position;
- uniform sampler2D _GlobalEffectRT;
- uniform float _OrthographicCamSize;
- v2f vert (appdata v)
- {
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- float4 tex = tex2Dlod(_NoiseTex, float4(v.uv.xy, 0, 0));//extra noise tex
- v.vertex.y += sin(_Time.z * _Speed + (v.vertex.x * v.vertex.z * _Amount * tex)) * _Height;//movement
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.scrPos = ComputeScreenPos(o.vertex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- // rendertexture UV
- float2 uv = i.worldPos.xz - _Position.xz;
- uv = uv/(_OrthographicCamSize *2);
- uv += 0.5;
- // Ripples
- float ripples = tex2D(_GlobalEffectRT, uv ).b;
- // mask to prevent bleeding
- float4 mask = tex2D(_MaskInt, uv);
- ripples *= mask.a;
- fixed distortx = tex2D(_NoiseTex, (i.worldPos.xz * _Scale) + (_Time.x * 2)).r ;// distortion
- distortx += (ripples *2);
- half4 col = tex2D(_MainTex, (i.worldPos.xz * _Scale) - (distortx * _TextureDistort));// texture times tint;
- half depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos ))); // depth
- half4 foamLine =1 - saturate(_Foam* (depth - i.scrPos.w ) ) ;// foam line by comparing depth and screenposition
- col *= _Color;
- col += (step(0.4 * distortx,foamLine) * _FoamC); // add the foam line and tint to the texture
- col = saturate(col) * col.a ;
- ripples = step(0.99, ripples * 3);
- float4 ripplesColored = ripples * _FoamC;
- return saturate(col + ripplesColored);
- }
- ENDCG
- }
- }
- }
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