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 } } }