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Shader "Suimono2/surface_under" {
Properties {
//_MainTex ("Particle Texture", 2D) = "white" {}
_TintColor1 ("Tint Color 1", Color) = (0.5,0.5,0.5,0.5)
_TintColor2 ("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)
_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 Fade", Range(5.0,500.0)) = 1.0
_HeightFoamFade ("Edge Foam Fade", Range(5.0,500.0)) = 1.0
_DepthFade ("Depth 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 UNDER DX11
SubShader {
Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="SuimonoWater" }
Cull Front Lighting On ZWrite On
CGPROGRAM
#include "UnityCG.cginc"
#include "SuimonoFunctionLibrary.cginc"
#pragma target 5.0
#pragma surface SuimonoSurf SuimonoLightUnder addshadow vertex:SuimonoVert tessellate:SuimonoTess
ENDCG
}
//SURFACE UNDER DX9
SubShader {
Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="SuimonoWater" }
Cull Front Lighting On ZWrite On
CGPROGRAM
#include "UnityCG.cginc"
#include "SuimonoFunctionLibrary.cginc"
#pragma target 3.0
#pragma surface SuimonoSurf SuimonoLightUnder addshadow vertex:SuimonoVert
ENDCG
}
fallback "Standard"
}