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- Shader "Real World Terrain Water"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,1)
- _Texture1("Texture1", 2D) = "black" {}
- _Texture2("Texture2", 2D) = "black" {}
- _MainTexSpeed("MainTexSpeed", Float) = 0
- _Texture2Speed("Texture2Speed", Float) = 0
- _DistortionMap("DistortionMap", 2D) = "black" {}
- _DistortionSpeed("DistortionSpeed", Float) = 0
- _DistortionPower("DistortionPower", Range(0,0.04) ) = 0
- _Specular("Specular", Range(0,7) ) = 1
- _Gloss("Gloss", Range(0.1,2) ) = 0.3
- }
-
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="False"
- "RenderType"="Overlay"
- }
- Cull Back
- ZWrite On
- ZTest LEqual
- ColorMask RGBA
- Blend SrcAlpha OneMinusSrcAlpha
- Fog{}
-
- CGPROGRAM
- #pragma surface surf BlinnPhongEditor noforwardadd
- #pragma target 3.0
-
- fixed4 _Color;
- uniform sampler2D _Texture1;
- uniform sampler2D _Texture2;
- half _MainTexSpeed;
- half _Texture2Speed;
- uniform sampler2D _DistortionMap;
- half _DistortionSpeed;
- half _DistortionPower;
- fixed _Specular;
- fixed _Gloss;
- struct EditorSurfaceOutput
- {
- half3 Albedo;
- half3 Normal;
- half3 Emission;
- half3 Gloss;
- half Specular;
- half Alpha;
- half4 Custom;
- };
-
- inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
- {
- half3 spec = light.a * s.Gloss;
- half4 c;
- c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
- c.a = s.Alpha;
- return c;
- }
- inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 h = normalize (lightDir + viewDir);
-
- half diff = max (0, dot ( lightDir, s.Normal ));
-
- float nh = max (0, dot (s.Normal, h));
- float spec = pow (nh, s.Specular*128.0);
-
- half4 res;
- res.rgb = _LightColor0.rgb * diff;
- res.w = spec * Luminance (_LightColor0.rgb);
- res *= atten * 2.0;
- return LightingBlinnPhongEditor_PrePass( s, res );
- }
-
- struct Input
- {
- float3 viewDir;
- float2 uv_DistortionMap;
- float2 uv_Texture1;
- float2 uv_Texture2;
- };
- void surf (Input IN, inout EditorSurfaceOutput o)
- {
- o.Normal = float3(0.0,0.0,1.0);
- o.Alpha = 1.0;
- o.Albedo = 0.0;
- o.Emission = 0.0;
- o.Gloss = 0.0;
- o.Specular = 0.0;
- o.Custom = 0.0;
-
- float DistortSpeed=_DistortionSpeed * _Time;
- float2 DistortUV=(IN.uv_DistortionMap.xy) + DistortSpeed;
- float4 DistortNormal = float4(UnpackNormal( tex2D(_DistortionMap,DistortUV)).xyz, 1.0 );
- float2 FinalDistortion = DistortNormal.xy * _DistortionPower;
-
- float Multiply2=_Time * _MainTexSpeed;
- float2 MainTexUV=(IN.uv_Texture1.xy) + Multiply2;
-
- float4 Tex2D0=tex2D(_Texture1,MainTexUV + FinalDistortion);
-
- float Multiply3=_Time * _Texture2Speed;
- float2 Tex2UV=(IN.uv_Texture2.xy) + Multiply3;
-
- float4 Tex2D1=tex2D(_Texture2,Tex2UV + FinalDistortion);
-
- float4 TextureMix=Tex2D0 * Tex2D1;
-
- float4 FinalDiffuse=_Color * TextureMix;
-
-
- o.Albedo = FinalDiffuse;
- o.Emission = FinalDiffuse;
- o.Specular = _Gloss;
- o.Gloss = _Specular;
- o.Normal = normalize(o.Normal);
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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