Shader "Suimono2/surface" { Properties { //_MainTex ("Particle Texture", 2D) = "white" {} _shallowColor ("Tint Color 1", Color) = (0.5,0.5,0.5,0.5) _depthColor ("Tint Color 2", Color) = (0.5,0.5,0.5,1.0) _BlendColor ("Blend Color", Color) = (0.0,0.0,0.0,0.0) _OverlayColor ("Overlay Color", Color) = (0.0,0.0,0.0,0.0) _ReflectionColor ("Reflection Color", Color) = (1.0,1.0,1.0,1.0) _SpecularColor ("Specular Color", Color) = (1.0,1.0,1.0,1.0) _SSSColor ("SubSurface Color", Color) = (1.0,1.0,1.0,1.0) _FoamColor ("Foam Color", Color) = (1.0,1.0,1.0,1.0) _CausticsColor ("Caustics Color", Color) = (1.0,1.0,1.0,1.0) _UnderwaterColor ("Caustics Color", Color) = (1.0,1.0,1.0,1.0) _NormalTexS ("Shallow Wave Normal Texture", 2D) = "white" {} _NormalTexD ("Deep Wave Normal Texture Large", 2D) = "white" {} _NormalTexR ("Rolling Wave Normal Texture Large", 2D) = "white" {} _ReflectionTex ("reflections", 2D) = "white" {} _CubeTex ("Cubemap reflections", CUBE) = "white" {} _FoamTex ("Foam Texture", 2D) = "white" {} _MaskTex ("Mask Texture", 2D) = "white" {} _NormalStrength ("Normal Strength", Range(0.0,1.0)) = 0.5 _RefractStrength ("Refraction Strength", Range(0.0,1.0)) = 0.5 _EdgeFade ("Edge Fade", Range(0.01,500.0)) = 1.0 _EdgeFoamFade ("Edge Foam Amt", Range(5.0,500.0)) = 1.0 _foamScale ("Foam Scale", Range(5.0,500.0)) = 1.0 _ShallowFoamAmt ("Shallow Foam Amt", Range(5.0,500.0)) = 1.0 _HeightFoamAmt ("Edge Foam Amt", Range(5.0,500.0)) = 1.0 _HeightFoamHeight ("Height Foam Height", Range(5.0,500.0)) = 1.0 _HeightFoamSpread ("Height Foam Spread", Range(5.0,500.0)) = 1.0 _DepthFade ("Depth Fade", Range(0.01,5.0)) = 1.0 _ShallowFade ("Shallow Fade", Range(0.01,5.0)) = 1.0 _RefractFade ("Refract Fade", Range(0.01,500.0)) = 1.0 _CausticsFade ("Caustics Fade", Range(0.01,500.0)) = 1.0 _WaveTex ("Wave Texture", 2D) = "white" {} _shorelineScale ("Shoreline scale", Float) = 1.0 _shorelineFrequency ("Shoreline Frequency", Float) = 1.0 _shorelineSpeed ("Shoreline Speed", Float) = 1.0 _shorelineHeight ("Shoreline Height", Float) = 1.0 _Tess ("Tessellation", Float) = 4.0 _minDist ("TessMin", Range(-180.0, 0.0)) = 10.0 _maxDist ("TessMax", Range(20.0, 500.0)) = 25.0 _suimono_uvx ("uvx1", Float) = 0.0 _suimono_uvy ("uvy1", Float) = 0.0 } //SURFACE DX11 SubShader { Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="SuimonoWater"} Cull Back Lighting On ZWrite On CGPROGRAM #include "UnityCG.cginc" #include "SuimonoFunctionLibrary.cginc" #pragma target 5.0 #pragma surface SuimonoSurf SuimonoLight addshadow vertex:SuimonoVert tessellate:SuimonoTess ENDCG } //SURFACE DX9 SubShader { Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="SuimonoWater" } Cull Back Lighting On ZWrite On CGPROGRAM #include "UnityCG.cginc" #include "SuimonoFunctionLibrary.cginc" #pragma target 3.0 #pragma surface SuimonoSurf SuimonoLight addshadow vertex:SuimonoVert ENDCG } fallback "Diffuse" }