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- Shader "VG/water08" {
- Properties {
- _MainColor ("Main Color", Color) = (1,1,1,1)
- _MainTex ("MainTex", 2D) = "white" {}
- _MainU ("Main U", Range(-1, 1)) = 0
- _MainV ("Main V", Range(-1, 1)) = 0
- _Noise1 ("Noise1", 2D) = "white" {}
- _Noise1Intensity ("Noise1 Intensity", Range(0, 2)) = 0.2
- _NoiseUV ("Noise UV", Vector) = (0,0,0,0)
- _Noise2Color ("Noise2 Color", Color) = (1,1,1,1)
- _Noise2 ("Noise2", 2D) = "white" {}
- _Noise2Intensity ("Noise2 Intensity", Range(0, 5)) = 1
- _Noise2U ("Noise2 U", Range(-1, 1)) = 0
- _Noise2V ("Noise2 V", Range(-1, 1)) = 0
- _Opacity ("Opacity", Range(0, 1)) = 1
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
-
- sampler2D _MainTex,_Noise1,_Noise2; float4 _MainTex_ST,_Noise1_ST,_Noise2_ST;
- uniform float4 _MainColor,_TimeEditor,_NoiseUV,_Noise2Color;
- uniform float _MainU,_MainV,_Noise2U,_Noise2V,_Opacity,_Noise1Intensity,_Noise2Intensity;
-
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 vertexColor : COLOR;
- UNITY_FOG_COORDS(1)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.vertexColor = v.vertexColor;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- /// Emissive:
- float4 Time = _Time + _TimeEditor;
- float2 MainUV = (i.uv0+(float2(_MainU,_MainV)*Time.g));
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(MainUV, _MainTex));
- float2 _Noise11UV = ((float2(_NoiseUV.r,_NoiseUV.g)*Time.g)+i.uv0);
- float4 _Noise11 = tex2D(_Noise1,TRANSFORM_TEX(_Noise11UV, _Noise1));
- float2 _Noise12UV = (i.uv0+(Time.g*float2(_NoiseUV.b,_NoiseUV.a)));
- float4 _Noise12 = tex2D(_Noise1,TRANSFORM_TEX(_Noise12UV, _Noise1));
- float2 _Noise21UV = (i.uv0+(_Noise11.r*_Noise12.r*_Noise1Intensity));
- float4 _Noise21 = tex2D(_Noise2,TRANSFORM_TEX(_Noise21UV, _Noise2));
- float2 _Noise2UV = (i.uv0+(float2(_Noise2U,_Noise2V)*Time.g));
- float4 _Noise22 = tex2D(_Noise2,TRANSFORM_TEX(_Noise2UV, _Noise2));
- float3 finalColor = ((_MainColor.rgb*_MainTex_var.rgb)+(_Noise21.r*_Noise22.r*_Noise2Intensity*_Noise2Color.rgb));
- fixed4 finalRGBA = fixed4(finalColor,(_Opacity*i.vertexColor.a));
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- }
- }
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