Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Poseidon - Low Poly Water S.../Runtime/Shaders/BuiltinRP/WaterBasicBRP.shader

157 lines
6.2 KiB
Plaintext
Raw Normal View History

Shader "Poseidon/Default/WaterBasic"
{
Properties
{
[HideInInspector] _MeshNoise("Mesh Noise", Range(0.0, 1.0)) = 0
[HideInInspector] _Color("Color", Color) = (0.0, 0.8, 1.0, 0.5)
[HideInInspector] _Specular("Specular Color", Color) = (0.1, 0.1, 0.1, 1)
[HideInInspector] _SpecColor("Specular Color", Color) = (0.1, 0.1, 0.1, 1) //For Blinn-Phong mode
[HideInInspector] _Smoothness("Smoothness", Range(0.0, 1.0)) = 1
[HideInInspector] _DepthColor("Depth Color", Color) = (0.0, 0.45, 0.65, 0.85)
[HideInInspector] _MaxDepth("Max Depth", Float) = 5
[HideInInspector] _FoamColor("Foam Color", Color) = (1, 1, 1, 1)
[HideInInspector] _FoamDistance("Foam Distance", Float) = 1.2
[HideInInspector] _FoamNoiseScaleHQ("Foam Noise Scale HQ", Float) = 3
[HideInInspector] _FoamNoiseSpeedHQ("Foam Noise Speed HQ", Float) = 1
[HideInInspector] _ShorelineFoamStrength("Shoreline Foam Strength", Float) = 1
[HideInInspector] _CrestFoamStrength("Crest Foam Strength", Float) = 1
[HideInInspector] _CrestMaxDepth("Crest Max Depth", Float) = 1
[HideInInspector] _RippleHeight("Ripple Height", Range(0, 1)) = 0.1
[HideInInspector] _RippleSpeed("Ripple Speed", Float) = 5
[HideInInspector] _RippleNoiseScale("Ripple Noise Scale", Float) = 1
[HideInInspector] _WaveDirection("Wave Direction", Vector) = (1, 0, 0, 0)
[HideInInspector] _WaveSpeed("Wave Speed", Float) = 1
[HideInInspector] _WaveHeight("Wave Height", Float) = 1
[HideInInspector] _WaveLength("Wave Length", Float) = 1
[HideInInspector] _WaveSteepness("Wave Steepness", Float) = 1
[HideInInspector] _WaveDeform("Wave Deform", Float) = 0.3
[HideInInspector] _WaveMask("Wave Mask", 2D) = "white" {}
[HideInInspector] _WaveMaskBounds("Wave Mask", Vector) = (0, 0, 0, 0)
[HideInInspector] _FresnelStrength("Fresnel Strength", Range(0.0, 5.0)) = 1
[HideInInspector] _FresnelBias("Fresnel Bias", Range(0.0, 1.0)) = 0
[HideInInspector] _AuraLightingFactor("Aura Lighting Factor", Float) = 1
}
SubShader
{
LOD 200
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase"
"RenderType" = "Transparent"
"Queue" = "Transparent+0" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Back
ZTest LEqual
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#pragma shader_feature_local MESH_NOISE
#pragma shader_feature_local WAVE
#pragma shader_feature_local WAVE_MASK
#pragma shader_feature_local LIGHT_ABSORPTION
#pragma shader_feature_local FOAM
#pragma shader_feature_local FOAM_HQ
#pragma shader_feature_local FOAM_CREST
#pragma shader_feature_local LIGHTING_BLINN_PHONG
#pragma shader_feature_local LIGHTING_LAMBERT
#pragma shader_feature_local FLAT_LIGHTING
#pragma shader_feature_local AURA_LIGHTING
#pragma shader_feature_local AURA_FOG
#undef POSEIDON_WATER_ADVANCED
#undef POSEIDON_BACK_FACE
#undef POSEIDON_RIVER
#undef POSEIDON_SRP
#include "../CGIncludes/PUniforms.cginc"
#include "../CGIncludes/PMeshNoise.cginc"
#include "../CGIncludes/PLightAbsorption.cginc"
#include "../CGIncludes/PFoam.cginc"
#include "../CGIncludes/PRipple.cginc"
#include "../CGIncludes/PFresnel.cginc"
#include "../CGIncludes/PCore.cginc"
#include "BuiltinRP_SurfaceFunction.cginc"
#include "BuiltinRP_ForwardBase.cginc"
ENDCG
}
Pass
{
Name "FORWARD_ADD"
Tags { "LightMode" = "ForwardAdd"
"RenderType" = "Transparent"
"Queue" = "Transparent+0" }
Blend SrcAlpha One
Cull Back
ZTest LEqual
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd_fullshadows noshadow
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#pragma shader_feature_local MESH_NOISE
#pragma shader_feature_local WAVE
#pragma shader_feature_local WAVE_MASK
#pragma shader_feature_local LIGHT_ABSORPTION
#pragma shader_feature_local FOAM
#pragma shader_feature_local FOAM_HQ
#pragma shader_feature_local FOAM_CREST
#pragma shader_feature_local LIGHTING_BLINN_PHONG
#pragma shader_feature_local LIGHTING_LAMBERT
#pragma shader_feature_local FLAT_LIGHTING
#undef POSEIDON_WATER_ADVANCED
#undef POSEIDON_BACK_FACE
#undef POSEIDON_RIVER
#undef POSEIDON_SRP
#include "../CGIncludes/PUniforms.cginc"
#include "../CGIncludes/PMeshNoise.cginc"
#include "../CGIncludes/PLightAbsorption.cginc"
#include "../CGIncludes/PFoam.cginc"
#include "../CGIncludes/PRipple.cginc"
#include "../CGIncludes/PFresnel.cginc"
#include "../CGIncludes/PCore.cginc"
#include "BuiltinRP_SurfaceFunction.cginc"
#include "BuiltinRP_ForwardAdd.cginc"
ENDCG
}
}
Fallback "Diffuse"
}