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