Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Poseidon - Low Poly Water S.../Runtime/Shaders/PostProcessing/Underwater.shader

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