Shader "Poseidon/Default/River" { Properties { [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] _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] _SlopeFoamStrength("Slope Foam Strength", Float) = 0.5 [HideInInspector] _SlopeFoamFlowSpeed("Slope Foam Flow Speed", Float) = 20 [HideInInspector] _SlopeFoamDistance("Slope Foam Distance", Float) = 100 [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] _RefractionDistortionStrength("Refraction Distortion Strength", Float) = 1 [HideInInspector] _CausticTex("Caustic Texture", 2D) = "black" { } [HideInInspector] _CausticSize("Caustic Size", Float) = 1 [HideInInspector] _CausticStrength("Caustic Strength", Range(0.0, 1.0)) = 1 [HideInInspector] _CausticDistortionStrength("Caustic Distortion Strength", Float) = 1 [HideInInspector] _AuraLightingFactor("Aura Lighting Factor", Float) = 1 } SubShader { LOD 200 GrabPass { "_RefractionTex" } Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" "RenderType" = "Transparent" "Queue" = "Transparent+0" } Cull Back ZWrite On ZTest LEqual 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 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 FOAM_SLOPE #pragma shader_feature_local CAUSTIC #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 #define POSEIDON_RIVER #undef POSEIDON_WATER_ADVANCED #undef POSEIDON_BACK_FACE #undef POSEIDON_SRP #include "../CGIncludes/PUniforms.cginc" #include "../CGIncludes/PWave.cginc" #include "../CGIncludes/PLightAbsorption.cginc" #include "../CGIncludes/PFoam.cginc" #include "../CGIncludes/PRipple.cginc" #include "../CGIncludes/PFresnel.cginc" #include "../CGIncludes/PRefraction.cginc" #include "../CGIncludes/PCaustic.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 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 FOAM_SLOPE #pragma shader_feature_local CAUSTIC #pragma shader_feature_local LIGHTING_BLINN_PHONG #pragma shader_feature_local LIGHTING_LAMBERT #pragma shader_feature_local FLAT_LIGHTING #define POSEIDON_RIVER #undef POSEIDON_WATER_ADVANCED #undef POSEIDON_BACK_FACE #undef POSEIDON_SRP #include "../CGIncludes/PUniforms.cginc" #include "../CGIncludes/PWave.cginc" #include "../CGIncludes/PLightAbsorption.cginc" #include "../CGIncludes/PFoam.cginc" #include "../CGIncludes/PRipple.cginc" #include "../CGIncludes/PFresnel.cginc" #include "../CGIncludes/PRefraction.cginc" #include "../CGIncludes/PCaustic.cginc" #include "BuiltinRP_SurfaceFunction.cginc" #include "BuiltinRP_ForwardAdd.cginc" ENDCG } } Fallback "Diffuse" }