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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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