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- Shader "CalmWater/Calm Water [DX11] [Double Sided]"{
 
- 	Properties {
 
- 		_Color("Shallow Color",Color) = (1,1,1,1)
 
- 		_DepthColor("Depth Color",Color) = (0,0.5,0.5,1)
 
- 		_DepthStart("Depth Start",float) = 0
 
- 		_DepthEnd("Depth End",float) = 10
 
- 				
 
- 		[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0		
 
- 		_EdgeFade("Edge Fade",float) = 1
 
- 		//Scatter
 
- 		[Toggle(_SCATTER_ON)] _Scatter("Enable Scatter", Float) = 0
 
- 		_ScatterColor("Scatter Color", color) = (0,1,1,1)
 
- 		_ScatterParams("Scatter Parameters", vector) = (1,1,1,1)
 
- 		//Spec
 
- 		_SpecColor ("SpecularColor",Color) = (1,1,1,1)
 
- 		_Smoothness ("Smoothness",Range(0.1,2)) = 1
 
- 		//Second Spec
 
- 		_specFresnel("Fresnel", Range(0.1,4)) = 2
 
- 		_specIntensity("Intensity", float) = 1
 
- 		
 
- 		//Normal Map
 
- 		[KeywordEnum(Single,Dual,FlowMap)]
 
- 		_BumpMode("Bump Mode",Float) = 0
 
- 		_BumpMap("Micro Detail", 2D) = "bump" {}
 
- 		_BumpStrength ("Bump Strength",Range(0,1)) = 1
 
- 		_BumpMapLarge("Large Detail", 2D) = "bump" {}
 
- 		_BumpLargeStrength ("Bump Large Strength",Range(0,1)) = 1
 
- 		//FlowMap
 
- 		_FlowMap("FlowMap", 2D) = "grey"{}
 
- 		_FlowSpeed("Flow Speed", float) = 1
 
- 		_FlowIntensity("FlowIntensity",float) = 1
 
- 		//Animation
 
- 		[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0
 
- 		_Speeds ("Speeds",vector) = (0.5,0.5,0.5,0.5)
 
- 		_SpeedsLarge ("Speeds Large",vector) = (0.5,0.5,0,0)
 
- 		//[Header(Distortion)]
 
- 		//Distortion
 
- 		_Distortion("Distortion", Range(0,100) ) = 50.0
 
- 		[KeywordEnum(High,Low)]
 
- 		_DistortionQuality("Distortion Quality",Float) = 0
 
- 		//[Header(Reflection)]
 
- 		//Reflection
 
- 		[KeywordEnum(None,Mixed,RealTime,CubeMap)] 
 
- 		_ReflectionType("ReflectionType", Float)  = 0
 
- 		
 
- 		_CubeColor("CubeMap Color [RGB] Intensity [A]",Color) = (1,1,1,1)
 
- 		[NoScaleOffset]
 
- 		_Cube("CubeMap", Cube) = "black" {}
 
- 		[NoScaleOffset]
 
- 		_ReflectionTex ("Internal reflection", 2D) = "white" {}
 
- 		_CubeDist("Cube Distortion",Range(0,1)) = 0.05
 
- 		_Reflection("Reflection", Range(0,1) ) = 1
 
- 		_RimPower("Fresnel Angle", Range(0,1) ) = 0.5
 
- 		_ReflectionNormals("Normals", Range(0,1)) = 1
 
- 		//[Header(Foam)]
 
- 		//Foam
 
- 		[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0
 
- 		_FoamColor("FoamColor",Color) = (1,1,1,1)
 
- 		_FoamTex("Foam Texture", 2D) = "white" {}
 
- 		_FoamSize("Fade Size",float) = 0.5
 
- 		[Toggle(_WHITECAPS_ON)] _WhiteCaps ("Enable White Caps", Float) = 0
 
- 		_CapsIntensity("Intensity",Range(0,4)) = 1
 
- 		_CapsMask("Mask",2D) = "white" {}
 
- 		_CapsSpeed("Speed",float) = 1
 
- 		_CapsSize("Size",float) = 1
 
- 		// Caustics
 
- 		[Toggle(_CAUSTICS_ON)] _Caustics("Enable Caustics", Float) = 0
 
- 		_CausticsTex("Caustics Texture", 2D) = "black" {}
 
- 		_CausticsIntensity("Intensity", float) = 4
 
- 		_CausticsStart("Start", float) = 0
 
- 		_CausticsEnd("End", float) = 10
 
- 		_CausticsSpeed("Speed", float) = 1
 
- 		//[Header(Displacement)]
 
- 		//Displacement
 
- 		[KeywordEnum(Off,Wave,Gerstner,Texture)]
 
- 		_DisplacementMode("Mode", Float) = 0
 
- 		//WaveMode
 
- 		_Amplitude("Amplitude", float) = 0.05
 
- 		_Frequency("Frequency",float) = 1
 
- 		_Speed("Wave Speed", float) = 1
 
- 		//GerstnerMode
 
- 		_Steepness ("Wave Steepness",float) = 1
 
- 		_WSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
 
- 		_WDirectionAB ("Wave1 Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
 
- 		_WDirectionCD ("Wave2 Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
 
- 		//Texture Mode
 
- 		_DisplacementTex("Displacement Texture", 2D) = "black" {}
 
- 		_DisplacementSpeed("Speed Params", vector) = (1,1,1,1)
 
- 		
 
- 		//Normal Smoothing
 
- 		_Smoothing("Smoothing",range(0,1)) = 1
 
- 		//[Header(Tessellation)]
 
- 		_Tess ("Tessellation", Range(1,32)) = 4
 
- 	}
 
- 	Category {
 
- 		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" "PreviewType"="Sphere" }
 
- 		ZWrite Off
 
- 		SubShader {
 
- 	 		GrabPass
 
- 			{
 
- 				"_GrabTexture"
 
- 				Name "BASE"
 
- 				Tags { 
 
- 					"LightMode" = "Always" 
 
- 				}
 
- 			}
 
- 	        Pass {
 
- 	       		Tags {"LightMode" = "ForwardBase"}
 
- 	            Name "FORWARDBACK"
 
- 	            Cull Front
 
- 	            ZWrite On
 
- 	            CGPROGRAM
 
- 	            #pragma hull hs_surf
 
- 	            #pragma domain ds_surf
 
- 	            #pragma vertex tessvert
 
- 	            #pragma fragment frag
 
- 	            #pragma multi_compile_fwdbase
 
- 	            #pragma multi_compile_fog
 
- 	            #pragma fragmentoption ARB_precision_hint_fastest
 
- 	            //#pragma only_renderers d3d11
 
- 	            #pragma exclude_renderers d3d9 glcore gles gles3 metal xbox360 ps3
 
- 	            #pragma target 5.0
 
- 				#ifndef UNITY_PASS_FORWARDBASE
 
- 				#define UNITY_PASS_FORWARDBASE
 
- 				#endif
 
- 	            #define CULL_FRONT
 
- 	            #define DX11
 
- 	            #include "UnityCG.cginc"
 
- 	            #include "AutoLight.cginc"
 
- 	            #include "Tessellation.cginc"
 
- 	            #include "Includes/CalmWater.cginc"
 
- 				#pragma shader_feature _ _BUMPMODE_SINGLE _BUMPMODE_DUAL _BUMPMODE_FLOWMAP
 
- 				#pragma shader_feature _ _REFLECTIONTYPE_MIXED _REFLECTIONTYPE_CUBEMAP _REFLECTIONTYPE_REALTIME 
 
- 				#pragma shader_feature _DISTORTIONQUALITY_HIGH
 
- 				#pragma shader_feature _ _FOAM_ON
 
- 				#pragma shader_feature _ _DEPTHFOG_ON
 
- 				#pragma shader_feature _ _DISPLACEMENTMODE_WAVE _DISPLACEMENTMODE_GERSTNER _DISPLACEMENTMODE_TEXTURE
 
- 				#pragma shader_feature _ _WORLDSPACE_ON
 
- 	             
 
- 	            ENDCG
 
- 	        }
 
- 	        Pass {
 
- 	       		Tags {"LightMode" = "ForwardBase"}
 
- 	            Name "FORWARD"
 
- 	            Cull Back
 
- 	 
 
- 	            CGPROGRAM
 
- 	            #pragma hull hs_surf
 
- 	            #pragma domain ds_surf
 
- 	            #pragma vertex tessvert
 
- 	            #pragma fragment frag
 
- 	            #pragma multi_compile_fwdbase
 
- 	            #pragma multi_compile_fog
 
- 	            #pragma fragmentoption ARB_precision_hint_fastest
 
- 	            //#pragma only_renderers d3d11
 
- 	            #pragma exclude_renderers d3d9 glcore gles gles3 metal xbox360 ps3
 
- 	            #pragma target 5.0
 
- 				#ifndef UNITY_PASS_FORWARDBASE
 
- 				#define UNITY_PASS_FORWARDBASE
 
- 				#endif
 
- 	            #define DX11
 
- 	            #include "UnityCG.cginc"
 
- 	            #include "AutoLight.cginc"
 
- 	            #include "Tessellation.cginc"
 
- 	            #include "Includes/CalmWater.cginc"
 
- 				#pragma shader_feature _ _BUMPMODE_SINGLE _BUMPMODE_DUAL _BUMPMODE_FLOWMAP
 
- 				#pragma shader_feature _ _REFLECTIONTYPE_MIXED _REFLECTIONTYPE_CUBEMAP _REFLECTIONTYPE_REALTIME 
 
- 				#pragma shader_feature _DISTORTIONQUALITY_HIGH 
 
- 				#pragma shader_feature _ _FOAM_ON
 
- 				#pragma shader_feature _ _CAUSTICS_ON
 
- 				#pragma shader_feature _ _WHITECAPS_ON
 
- 				#pragma shader_feature _ _SCATTER_ON
 
- 				#pragma shader_feature _ _DEPTHFOG_ON
 
- 				#pragma shader_feature _ _DISPLACEMENTMODE_WAVE _DISPLACEMENTMODE_GERSTNER _DISPLACEMENTMODE_TEXTURE
 
- 				#pragma shader_feature _ _WORLDSPACE_ON
 
- 				ENDCG
 
- 	        }
 
- 	       // =====
 
- 	        Pass {
 
- 	            Tags {"LightMode" = "ForwardAdd"}
 
- 	            Name "FORWARDADD"
 
- 	            Blend One One
 
- 	            Cull Back
 
- 	            CGPROGRAM
 
- 	            #pragma hull hs_surf
 
- 	            #pragma domain ds_surf
 
- 	            #pragma vertex tessvert
 
- 	            #pragma fragment frag
 
- 	            //#pragma multi_compile_fwdadd  
 
- 	            //#pragma multi_compile_fog
 
- 	            #pragma multi_compile_fwdadd_fullshadows
 
- 	            #pragma fragmentoption ARB_precision_hint_fastest
 
- 	            //#pragma only_renderers d3d11
 
- 	            #pragma exclude_renderers d3d9 glcore gles gles3 metal xbox360 ps3
 
- 	            #pragma target 5.0
 
- 	            #define DX11
 
- 				#ifndef UNITY_PASS_FORWARDADD
 
- 				#define UNITY_PASS_FORWARDADD
 
- 				#endif
 
- 	            #include "UnityCG.cginc"
 
- 	            #include "AutoLight.cginc"
 
- 	            #include "Tessellation.cginc"
 
- 	            #include "Includes/CalmWater.cginc"
 
- 				#pragma shader_feature _ _BUMPMODE_SINGLE _BUMPMODE_DUAL _BUMPMODE_FLOWMAP
 
- 				#pragma shader_feature _ _REFLECTIONTYPE_MIXED _REFLECTIONTYPE_CUBEMAP _REFLECTIONTYPE_REALTIME 
 
- 				#pragma shader_feature _DISTORTIONQUALITY_HIGH
 
- 				#pragma shader_feature _ _FOAM_ON
 
- 				#pragma shader_feature _ _DEPTHFOG_ON
 
- 				#pragma shader_feature _ _DISPLACEMENTMODE_WAVE _DISPLACEMENTMODE_GERSTNER _DISPLACEMENTMODE_TEXTURE
 
- 				#pragma shader_feature _ _WORLDSPACE_ON
 
- 	        	ENDCG
 
- 	        }
 
- 		}
 
- 	}
 
-     CustomEditor "CalmWaterInspector"
 
-     FallBack "Legacy/Diffuse"
 
- }
 
-  
 
 
  |