Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Poseidon - Low Poly Water S.../Runtime/Shaders/UniversalRP/WaterBackFaceURP.shader

112 lines
4.8 KiB
GLSL

Shader "Poseidon/URP/WaterBackFaceURP"
{
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] _Smoothness("Smoothness", Range(0.0, 1.0)) = 1
[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] _RefractionTex("Refraction Texture", 2D) = "black" {}
[HideInInspector] _RefractionDistortionStrength("Refraction Distortion Strength", Float) = 1
}
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Transparent" "Queue" = "Transparent+0" }
Pass
{
Name "Universal Forward"
Tags { "LightMode" = "UniversalForward" }
Cull Front
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#define _SURFACE_TYPE_TRANSPARENT 1
#define _SPECULAR_SETUP
#define SHADERPASS_FORWARD
#pragma shader_feature_local MESH_NOISE
#pragma shader_feature_local WAVE
#pragma shader_feature_local WAVE_MASK
#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
#if LIGHT_ABSORPTION || FOAM
#define REQUIRE_DEPTH_TEXTURE
#endif
#define REQUIRE_OPAQUE_TEXTURE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define POSEIDON_WATER_ADVANCED
#define POSEIDON_BACK_FACE
#undef POSEIDON_RIVER
#define POSEIDON_SRP
#include "../CGIncludes/PUniforms.cginc"
#include "../CGIncludes/PMeshNoise.cginc"
#include "../CGIncludes/PRipple.cginc"
#include "../CGIncludes/PWave.cginc"
#include "../CGIncludes/PDepth.cginc"
#include "../CGIncludes/PFresnel.cginc"
#include "../CGIncludes/PFoam.cginc"
#include "../CGIncludes/PRefraction.cginc"
#include "UniversalRP_SurfaceFunction.cginc"
#include "UniversalRP_Forward.cginc"
ENDHLSL
}
}
}