// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "FAE/Water" { Properties { _WaterColor ("Water Color", Color) = (0.1467344,0.4798458,0.8676471,1) _RimColor ("Rim Color", Color) = (1,1,1,1) _Transparency ("Transparency", Range(0, 1)) = 0 _Glossiness ("Glossiness", Range(0, 1)) = 0 _Depth ("Depth", Range(0, 30)) = 0.5 _Depthdarkness ("Depth darkness", Range(0, 1)) = 1 _RimSize ("Rim Size", Range(0, 4)) = 1.5 _Rimfalloff ("Rim falloff", Float ) = 1.5 _RefractionAmount ("Refraction Amount", Range(0, 0.2)) = 0 [NoScaleOffset][Normal]_Normals ("Normals", 2D) = "bump" {} [NoScaleOffset]_Shadermap ("Shadermap", 2D) = "bump" {} _Tiling ("Tiling", Float ) = 0.05 _FlowSpeed ("FlowSpeed", Float ) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent-1" "RenderType"="Transparent" } GrabPass{ } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag //#define UNITY_PASS_FORWARDBASE #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma exclude_renderers xbox360 ps3 psp2 #pragma target 3.0 uniform sampler2D _GrabTexture; uniform sampler2D _CameraDepthTexture; uniform float4 _TimeEditor; uniform float _RimSize; uniform float4 _WaterColor; uniform float4 _RimColor; uniform float _Rimfalloff; uniform sampler2D _Shadermap; uniform float _RefractionAmount; uniform float _Transparency; uniform sampler2D _Normals; uniform float _Glossiness; uniform float _Depth; uniform float _Depthdarkness; uniform float _Tiling; uniform float _FlowSpeed; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; }; struct VertexOutput { float4 pos : SV_POSITION; float4 posWorld : TEXCOORD0; float3 normalDir : TEXCOORD1; float3 tangentDir : TEXCOORD2; float3 bitangentDir : TEXCOORD3; float4 screenPos : TEXCOORD4; float4 projPos : TEXCOORD5; UNITY_FOG_COORDS(6) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); o.screenPos = o.pos; return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); #if UNITY_UV_STARTS_AT_TOP float grabSign = -_ProjectionParams.x; #else float grabSign = _ProjectionParams.x; #endif i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); i.screenPos.y *= _ProjectionParams.x; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 node_8305 = _Time + _TimeEditor; float node_3981 = (node_8305.r*0.8); float2 node_4686 = i.posWorld.rgb.rb; float2 node_5510 = (node_4686*_Tiling); float2 node_9360 = (node_5510+node_3981*float2(0,1.1)); float3 node_4911 = UnpackNormal(tex2D(_Normals,node_9360)); float2 node_1488 = (node_5510+node_3981*float2(0.9,0)); float3 node_49111 = UnpackNormal(tex2D(_Normals,node_1488)); float3 node_1309_nrm_base = node_4911.rgb + float3(0,0,1); float3 node_1309_nrm_detail = node_49111.rgb * float3(-1,-1,1); float3 node_1309_nrm_combined = node_1309_nrm_base*dot(node_1309_nrm_base, node_1309_nrm_detail)/node_1309_nrm_base.z - node_1309_nrm_detail; float3 node_1309 = node_1309_nrm_combined; float3 Normals = node_1309; float3 normalLocal = Normals; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); float2 Refraction = (float2(node_4911.r,node_49111.g)*_RefractionAmount); float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + Refraction; float4 sceneColor = tex2D(_GrabTexture, sceneUVs); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = 1; float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = 1.0 - (saturate(( node_49111.b > 0.5 ? (1.0-(1.0-2.0*(node_49111.b-0.5))*(1.0-node_4911.b)) : (2.0*node_49111.b*node_4911.b) ))*_Glossiness); // Convert roughness to gloss float specPow = exp2( gloss * 10.0+1.0); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) || defined(UNITY_ENABLE_REFLECTION_BUFFERS) d.boxMin[0] = unity_SpecCube0_BoxMin; d.boxMin[1] = unity_SpecCube1_BoxMin; #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMax[1] = unity_SpecCube1_BoxMax; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probePosition[1] = unity_SpecCube1_ProbePosition; #endif d.probeHDR[0] = unity_SpecCube0_HDR; d.probeHDR[1] = unity_SpecCube1_HDR; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float LdotH = max(0.0,dot(lightDirection, halfDirection)); float3 specularColor = 0.0; float specularMonochrome; float2 node_1318 = ((node_4686*0.5)+node_3981*float2(0.9,0)); float4 node_1028 = tex2D(_Shadermap,node_1318); float2 node_6391 = ((0.2*node_4686)+node_3981*float2(0,1.1)); float4 node_6468 = tex2D(_Shadermap,node_6391); float node_8987 = saturate((pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff) > 0.5 ? (1.0-(1.0-2.0*(pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff)-0.5))*(1.0-(node_1028.b*node_6468.b))) : (2.0*pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff)*(node_1028.b*node_6468.b))) ); float3 node_5570 = lerp(_RimColor.rgb,_WaterColor.rgb,node_8987); float node_4175 = saturate((sceneZ-partZ)/_Depth); float2 node_2371 = ((node_5510*0.25)+(node_3981*_FlowSpeed)*float2(0,1)); float4 _node_1611 = tex2D(_Shadermap,node_2371); float3 diffuseColor = (lerp(node_5570,(node_5570*(1.0 - _Depthdarkness)),node_4175)+((1.0 - _node_1611.b)*0.1)); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); float NdotH = max(0.0,dot( normalDirection, halfDirection )); float VdotH = max(0.0,dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss ); float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss)); float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4); if (IsGammaSpace()) specularPBL = sqrt(max(1e-4h, specularPBL)); specularPBL = max(0, specularPBL * NdotL); float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); float3 specular = (directSpecular + indirectSpecular); /////// Diffuse: NdotL = dot( normalDirection, lightDirection ); float3 NdotLWrap = NdotL * ( 1.0 ); float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap); NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotLWrap); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = (forwardLight + ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL)) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light //indirectDiffuse += UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, viewReflectDirection).rgb * 0.0; // Diffuse Ambient Light float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate(( lerp(1.0,_Transparency,node_8987) > 0.5 ? (1.0-(1.0-2.0*(lerp(1.0,_Transparency,node_8987)-0.5))*(1.0-node_4175)) : (2.0*lerp(1.0,_Transparency,node_8987)*node_4175) ))),1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } //FallBack "Diffuse" }