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82 行
3.5 KiB

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
}
}
}