62 lines
1.5 KiB
Plaintext
62 lines
1.5 KiB
Plaintext
Shader "Hidden/Poseidon/Underwater"
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{
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Properties
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{
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//_MainTex("Main Texture", 2D) = "white"{}
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_WaterLevel("Water Level", Float) = 0
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_MaxDepth("Max Depth", Float) = 30
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_SurfaceColorBoost("Surface Color Boost", Float) = 1
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_ShallowFogColor("Shallow Fog", Color) = (0,0,0,0)
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_DeepFogColor("Deep Fog", Color) = (0,0,0,0)
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_ViewDistance("ViewDistance", Float) = 10
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_CausticTex("Caustic Texture", 2D) = "black"{}
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_CausticSize("Caustic Size", Float) = 10
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_CausticStrength("Caustic Strength", Float) = 1
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_DistortionTex("Distortion Texture", 2D) = "bump"{}
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_DistortionStrength("Distortion Strength", Float) = 1
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_WaterFlowSpeed("Water Flow Speed", Float) = 1
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_NoiseTex("Noise Texture", 2D) = "black" {}
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_CameraViewDir("Camera View Dir", Vector) = (0,0,1,0)
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_CameraFov("Camera FOV", Float) = 60
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_Intensity("Intensity", Float) = 1
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}
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HLSLINCLUDE
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#undef POSEIDON_URP
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#pragma shader_feature_local CAUSTIC
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#pragma shader_feature_local DISTORTION
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "../CGIncludes/PPostProcessingCommon.cginc"
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#include "../CGIncludes/PUnderwaterCommon.cginc"
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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float2 uv = i.texcoord;
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float4 result = ApplyUnderwater(uv);
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return result;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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} |