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							- Shader "Custom/Water"
 
- {
 
-     Properties
 
-     {
 
-         _Color("Color", Color) = (1,1,1,1)
 
-          _Color2("Color2", Color) = (1,1,1,1)
 
-         _MainTex("Albedo (RGB)", 2D) = "white" {}
 
-         _NormalSpeed1("NormalSpeed1",Vector) = (1,1,2,0.5)
 
-         _NormalSpeed2("NormalSpeed2",Vector) = (1,1,2,0.5)
 
-         _NormalSpeed3("NormalSpeed3",Vector) = (1,1,2,0.5)
 
-         _DetailNormal("DetailNormal",2D) = "bump"{}
 
-         _Glossiness("Smoothness", Range(0,1)) = 0.5
 
-         _Metallic("Metallic", Range(0,1)) = 0.0
 
-         _Depth("Depth",float) = 15
 
-             /* _Wavelength("Wavelength",Range(0.01,10)) = 6.28
 
-              _WaveSpeed("WaveSpeed",Range(0,10)) = 1
 
-              _Amplitude("Amplitude",Range(0,10)) = 1*/
 
-              /*_Wave1("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,1,2,0.5)
 
-              _Wave2("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,0,0,0.5)
 
-              _Wave3("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (0,1,2,0.5)*/
 
-     }
 
-         SubShader
 
-         {
 
-             Tags { "Queue" = "Geometry" "RenderType" = "Transparent" }
 
-             //ZWrite On
 
-             GrabPass{}
 
-             CGPROGRAM
 
-             // Physically based Standard lighting model, and enable shadows on all light types
 
-             #pragma surface surf Standard  fullforwardshadows 
 
-             // Use shader model 3.0 target, to get nicer looking lighting
 
-             #pragma target 3.0
 
-             sampler2D _CameraDepthTexture;
 
-             sampler2D _MainTex, _GrabTexture;
 
-             sampler2D _DetailNormal;
 
-         struct Input
 
-         {
 
-             float2 uv_MainTex;
 
-             float2 uv_DetailNormal;
 
-             float4 screenPos;
 
-             float3 worldPos;
 
-             //float VextexNormal;                
 
-             float3 viewDir;
 
-         };
 
-         float _Depth;
 
-         half _Glossiness;
 
-         half _Metallic;
 
-         fixed4 _Color,_Color2;
 
-         /* float _Wavelength, _WaveSpeed, _Amplitude;*/
 
-          //float4 _Wave1, _Wave2, _Wave3;
 
-          float4 _NormalSpeed1, _NormalSpeed2, _NormalSpeed3;
 
-          // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
 
-          // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
 
-          // #pragma instancing_options assumeuniformscaling
 
-          UNITY_INSTANCING_BUFFER_START(Props)
 
-              // put more per-instance properties here
 
-          UNITY_INSTANCING_BUFFER_END(Props)
 
-          void surf(Input IN, inout SurfaceOutputStandard o)
 
-          {
 
-              //²ÉÑùÉî¶Èͼ
 
-               float2 uv = IN.screenPos.xy / IN.screenPos.w;
 
-               //uv = (uv + 1) / 2;
 
-               float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv));
 
-               float surfaceDepth = UNITY_Z_0_FAR_FROM_CLIPSPACE(IN.screenPos.z);
 
-               surfaceDepth = max(((1.0 - (IN.screenPos.z) / _ProjectionParams.y) * _ProjectionParams.z), 0);
 
-               float colfactor = smoothstep(0, _Depth, depth - surfaceDepth);
 
-              
 
-               float3 bCol = tex2D(_GrabTexture, uv);
 
-               o.Metallic = _Metallic;
 
-               o.Smoothness = _Glossiness;
 
-               half3 MyNormal1 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed1.zw + _Time.y * normalize(_NormalSpeed1.xy) * 0.3));
 
-               half3 MyNormal2 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed2.zw + _Time.y * normalize(_NormalSpeed2.xy) * 0.3));
 
-               half3 MyNormal3 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed3.zw + _Time.y * normalize(_NormalSpeed3.xy) * 0.3));
 
-               o.Normal = MyNormal1 + MyNormal2 + MyNormal3;
 
-               o.Normal.z *= 3;
 
-               o.Normal = normalize(o.Normal);
 
-               float FFactor = pow(1 - saturate(dot(o.Normal, normalize(IN.viewDir))),5);
 
-               //FFactor = lerp(0.2, 2, FFactor);
 
-               o.Albedo = lerp(_Color.rgb, _Color2.rgb, FFactor)/*_Color.rgb * FFactor*/;
 
-               o.Albedo = lerp(bCol, o.Albedo, colfactor);
 
-               o.Alpha = 1;
 
-           }
 
-           float3 GenerateWave(float4 wave,float3 clipPos,inout float3 tangent, inout float3 bNormal) {
 
-               float2 Dirc = normalize(wave.xy);
 
-               float3 p = clipPos.xyz;
 
-               float k = 2 * UNITY_PI / wave.z;
 
-               float _Amplitude = wave.w / k;
 
-               float c = sqrt(9.8 / k);
 
-               float f = k * (dot(p.xz, Dirc) - c * _Time.y);
 
-               float Dx = Dirc.x;
 
-               float Dy = Dirc.y;
 
-               /*   p.x += Dx * _Amplitude * cos(f);
 
-                  p.y += _Amplitude * sin(f);
 
-                  p.z += Dy * _Amplitude * cos(f);*/
 
-                   tangent += float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f));
 
-                   bNormal += float3(-Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f), 1 - Dy * Dy * k * _Amplitude * sin(f));
 
-                  return float3(
 
-                      Dx * _Amplitude * cos(f),
 
-                      _Amplitude * sin(f),
 
-                      Dy * _Amplitude * cos(f)
 
-                      );
 
-              }
 
-              void MyVertext(inout appdata_full v, out Input o) {
 
-                  UNITY_INITIALIZE_OUTPUT(Input, o);
 
-                  /*  float2 Dirc = normalize(_Direction.xy);
 
-                    float3 p = v.vertex.xyz;
 
-                    float k = 2 * UNITY_PI / _Wavelength;
 
-                    float c = sqrt(9.8 / k);
 
-                    float f = k * (dot(p.xz, Dirc) - c * _Time.y);
 
-                    float Dx = Dirc.x;
 
-                    float Dy = Dirc.y;
 
-                    p.x += Dx *_Amplitude * cos(f);
 
-                    p.y += _Amplitude * sin(f);
 
-                    p.z += Dy *_Amplitude * cos(f);
 
-                    v.vertex.xyz = p;
 
-                    float3 tangent = normalize(float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f)));
 
-                    float3 bNorm = normalize( float3( - Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f),1-Dy * Dy * k * _Amplitude * sin(f)));*/
 
-                    /*  float3 tangent = float3(1, 0, 0);
 
-                      float3 bNormal = float3(0, 0, 1);
 
-                      float3 clipPos = v.vertex.xyz;
 
-                      clipPos += GenerateWave(_Wave1, v.vertex.xyz, tangent, bNormal);
 
-                      clipPos += GenerateWave(_Wave2, v.vertex.xyz, tangent, bNormal);
 
-                      clipPos += GenerateWave(_Wave3, v.vertex.xyz, tangent, bNormal);
 
-                      v.normal =normalize( cross(bNormal, tangent));
 
-                      v.tangent.xyz = normalize( tangent);
 
-                      o.VextexNormal = smoothstep(-2, 10, clipPos.y - v.vertex.y);
 
-                      v.vertex.xyz = clipPos;*/
 
-                  }
 
-                  ENDCG
 
-         }
 
-             FallBack "Diffuse"
 
- }
 
 
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