// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Effects/Water" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _RimColor("Rim Color", Color) = (1,1,1,0.5) _BumpMap ("Normalmap", 2D) = "bump" {} _HeightMap ("_HeightMap (r)", 2D) = "white" {} _Height ("_Height", Float) = 0.2 _OffsetXHeightMap ("_OffsetXHeightMap", Range (0, 1)) = 0 _OffsetYHeightMap ("_OffsetYHeightMap", Range (0, 1)) = 0 _FPOW("FPOW Fresnel", Float) = 5.0 _R0("R0 Fresnel", Float) = 0.05 _Cutoff ("Emission strength", Range (0, 1)) = 0.5 _BumpAmt ("Distortion", Float) = 10 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Offset -1,-1 Cull Back Fog { Mode Off} SubShader { GrabPass { Name "BASE" Tags { "LightMode" = "Always" } } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma glsl #include "UnityCG.cginc" sampler2D _BumpMap; sampler2D _HeightMap; float _BumpAmt; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float4 _Color; float4 _RimColor; float4 _ReflectColor; float _Shininess; float _FPOW; float _R0; float _Cutoff; float _Height; float _OffsetXHeightMap; float _OffsetYHeightMap; struct appdata_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : POSITION; half2 uv_BumpMap : TEXCOORD1; half2 uv_Height : TEXCOORD2; half4 proj : TEXCOORD3; half3 normalDir : TEXCOORD4; half3 tangentSpaceLightDir : TEXCOORD5; fixed4 color : COLOR; half3 normal: TEXCOORD6; half3 viewDir : TEXCOORD7; }; float4 _BumpMap_ST; float4 _Height_ST; v2f vert (appdata_full v) { v2f o; o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap); o.uv_Height = TRANSFORM_TEX(v.texcoord, _Height); float4 oPos = UnityObjectToClipPos(v.vertex); float4 coord = float4(v.texcoord.xy, 0 ,0); coord.x += _OffsetXHeightMap; coord.y += _OffsetYHeightMap; float4 tex = tex2Dlod (_HeightMap, coord); v.vertex.xyz += v.normal * _Height * tex.r; o.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif o.proj.xy = (float2(oPos.x, oPos.y*scale) + oPos.w) * 0.5; o.proj.zw = oPos.w; #if UNITY_SINGLE_PASS_STEREO o.proj.xy = TransformStereoScreenSpaceTex(o.proj.xy, o.proj.w); #endif o.color = v.color; o.normal = v.normal; o.viewDir = normalize(ObjSpaceViewDir(v.vertex)); float3 binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w; float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal ); o.normalDir = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz); o.tangentSpaceLightDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex))); return o; } fixed4 frag (v2f i) : COLOR { fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap)); half rampSample = dot(normal, i.tangentSpaceLightDir); half fresnel = saturate(1.0 - dot(normal, i.tangentSpaceLightDir)); fresnel = pow(fresnel, _FPOW); fresnel = _R0 + (1.0 - _R0) * fresnel; half fresnelRim = saturate(0.7 - dot(i.normal, i.viewDir)); fresnelRim = pow(fresnelRim, _FPOW); fresnelRim = _R0 + (1.0 - _R0) * fresnelRim; half2 offset = normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy; i.proj.xy = offset * i.proj.z + i.proj.xy; half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.proj)); fixed3 emission = col.xyz * _Color.xyz + (fresnel *_ReflectColor.xyz) * _Cutoff * col.xyz + col.xyz * (fresnelRim * _RimColor.xyz)* _Cutoff; return fixed4 (emission, _Color.a); } ENDCG } } } }