源战役客户端
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  1. Shader "VG/water08" {
  2. Properties {
  3. _MainColor ("Main Color", Color) = (1,1,1,1)
  4. _MainTex ("MainTex", 2D) = "white" {}
  5. _MainU ("Main U", Range(-1, 1)) = 0
  6. _MainV ("Main V", Range(-1, 1)) = 0
  7. _Noise1 ("Noise1", 2D) = "white" {}
  8. _Noise1Intensity ("Noise1 Intensity", Range(0, 2)) = 0.2
  9. _NoiseUV ("Noise UV", Vector) = (0,0,0,0)
  10. _Noise2Color ("Noise2 Color", Color) = (1,1,1,1)
  11. _Noise2 ("Noise2", 2D) = "white" {}
  12. _Noise2Intensity ("Noise2 Intensity", Range(0, 5)) = 1
  13. _Noise2U ("Noise2 U", Range(-1, 1)) = 0
  14. _Noise2V ("Noise2 V", Range(-1, 1)) = 0
  15. _Opacity ("Opacity", Range(0, 1)) = 1
  16. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  17. }
  18. SubShader {
  19. Tags {
  20. "IgnoreProjector"="True"
  21. "Queue"="Transparent"
  22. "RenderType"="Transparent"
  23. }
  24. Pass {
  25. Name "FORWARD"
  26. Tags {
  27. "LightMode"="ForwardBase"
  28. }
  29. Blend SrcAlpha OneMinusSrcAlpha
  30. ZWrite Off
  31. CGPROGRAM
  32. #pragma vertex vert
  33. #pragma fragment frag
  34. #define UNITY_PASS_FORWARDBASE
  35. #include "UnityCG.cginc"
  36. sampler2D _MainTex,_Noise1,_Noise2; float4 _MainTex_ST,_Noise1_ST,_Noise2_ST;
  37. uniform float4 _MainColor,_TimeEditor,_NoiseUV,_Noise2Color;
  38. uniform float _MainU,_MainV,_Noise2U,_Noise2V,_Opacity,_Noise1Intensity,_Noise2Intensity;
  39. struct VertexInput {
  40. float4 vertex : POSITION;
  41. float2 texcoord0 : TEXCOORD0;
  42. float4 vertexColor : COLOR;
  43. };
  44. struct VertexOutput {
  45. float4 pos : SV_POSITION;
  46. float2 uv0 : TEXCOORD0;
  47. float4 vertexColor : COLOR;
  48. UNITY_FOG_COORDS(1)
  49. };
  50. VertexOutput vert (VertexInput v) {
  51. VertexOutput o = (VertexOutput)0;
  52. o.uv0 = v.texcoord0;
  53. o.vertexColor = v.vertexColor;
  54. o.pos = UnityObjectToClipPos( v.vertex );
  55. UNITY_TRANSFER_FOG(o,o.pos);
  56. return o;
  57. }
  58. float4 frag(VertexOutput i) : COLOR {
  59. /// Emissive:
  60. float4 Time = _Time + _TimeEditor;
  61. float2 MainUV = (i.uv0+(float2(_MainU,_MainV)*Time.g));
  62. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(MainUV, _MainTex));
  63. float2 _Noise11UV = ((float2(_NoiseUV.r,_NoiseUV.g)*Time.g)+i.uv0);
  64. float4 _Noise11 = tex2D(_Noise1,TRANSFORM_TEX(_Noise11UV, _Noise1));
  65. float2 _Noise12UV = (i.uv0+(Time.g*float2(_NoiseUV.b,_NoiseUV.a)));
  66. float4 _Noise12 = tex2D(_Noise1,TRANSFORM_TEX(_Noise12UV, _Noise1));
  67. float2 _Noise21UV = (i.uv0+(_Noise11.r*_Noise12.r*_Noise1Intensity));
  68. float4 _Noise21 = tex2D(_Noise2,TRANSFORM_TEX(_Noise21UV, _Noise2));
  69. float2 _Noise2UV = (i.uv0+(float2(_Noise2U,_Noise2V)*Time.g));
  70. float4 _Noise22 = tex2D(_Noise2,TRANSFORM_TEX(_Noise2UV, _Noise2));
  71. float3 finalColor = ((_MainColor.rgb*_MainTex_var.rgb)+(_Noise21.r*_Noise22.r*_Noise2Intensity*_Noise2Color.rgb));
  72. fixed4 finalRGBA = fixed4(finalColor,(_Opacity*i.vertexColor.a));
  73. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  74. return finalRGBA;
  75. }
  76. ENDCG
  77. }
  78. }
  79. }