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