map_cargo added -flok1

This commit is contained in:
flok1
2021-08-28 15:46:11 +05:30
parent b6386a1f5a
commit ea8063e2a8
579 changed files with 46775 additions and 3956 deletions

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/Water4" {
Properties {
_ReflectionTex ("Internal reflection", 2D) = "white" {}
_MainTex ("Fallback texture", 2D) = "black" {}
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
_BumpMap ("Normals ", 2D) = "bump" {}
_DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
_AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
_AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
_BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
_BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
_FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
_ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
_SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
_WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
_Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
_Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
_GerstnerIntensity("Per vertex displacement", Float) = 1.0
_GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
_GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
_GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
_GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
_GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
_GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "WaterInclude.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// interpolator structs
struct v2f
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float4 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 grabPassPos : TEXCOORD4;
UNITY_FOG_COORDS(5)
};
struct v2f_noGrab
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float3 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
UNITY_FOG_COORDS(4)
};
struct v2f_simple
{
float4 pos : SV_POSITION;
float4 viewInterpolator : TEXCOORD0;
float4 bumpCoords : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
// textures
sampler2D _BumpMap;
sampler2D _ReflectionTex;
sampler2D _RefractionTex;
sampler2D _ShoreTex;
sampler2D_float _CameraDepthTexture;
// colors in use
uniform float4 _RefrColorDepth;
uniform float4 _SpecularColor;
uniform float4 _BaseColor;
uniform float4 _ReflectionColor;
// edge & shore fading
uniform float4 _InvFadeParemeter;
// specularity
uniform float _Shininess;
uniform float4 _WorldLightDir;
// fresnel, vertex & bump displacements & strength
uniform float4 _DistortParams;
uniform float _FresnelScale;
uniform float4 _BumpTiling;
uniform float4 _BumpDirection;
uniform float4 _GAmplitude;
uniform float4 _GFrequency;
uniform float4 _GSteepness;
uniform float4 _GSpeed;
uniform float4 _GDirectionAB;
uniform float4 _GDirectionCD;
// foam
uniform float4 _Foam;
// shortcuts
#define PER_PIXEL_DISPLACE _DistortParams.x
#define REALTIME_DISTORTION _DistortParams.y
#define FRESNEL_POWER _DistortParams.z
#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
#define FRESNEL_BIAS _DistortParams.w
#define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z
//
// HQ VERSION
//
v2f vert(appdata_full v)
{
v2f o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
// one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
o.normalInterpolator.xyz = nrml;
o.viewInterpolator.w = saturate(offsets.y);
o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag( v2f i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
half4 grabWithOffset = i.grabPassPos + distortOffset;
half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
#ifdef WATER_EDGEBLEND_ON
if (LinearEyeDepth(refrFix) < i.screenPos.z)
rtRefractions = rtRefractionsNoDistort;
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
float depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
#endif
// shading for fresnel term
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
// base, depth & reflection colors
half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w);
#ifdef WATER_REFLECTIVE
half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
#else
half4 reflectionColor = _ReflectionColor;
#endif
baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
baseColor = baseColor + spec * _SpecularColor;
// handle foam
half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
baseColor.a = edgeBlendFactors.x;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// MQ VERSION
//
v2f_noGrab vert300(appdata_full v)
{
v2f_noGrab o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
// one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeNonStereoScreenPos(o.pos);
o.normalInterpolator.xyz = nrml;
o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag300( v2f_noGrab i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
#endif
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
#ifdef WATER_REFLECTIVE
baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0));
#else
baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
#endif
baseColor = baseColor + spec * _SpecularColor;
baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// LQ VERSION
//
v2f_simple vert200(appdata_full v)
{
v2f_simple o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos( v.vertex);
o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeNonStereoScreenPos(o.pos).w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag200( v2f_simple i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
baseColor.a = saturate(2.0 * refl2Refr + 0.5);
baseColor.rgb += spec * _SpecularColor.rgb;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
ENDCG
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 500
ColorMask RGB
GrabPass { "_RefractionTex" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 300
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert300
#pragma fragment frag300
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 200
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert200
#pragma fragment frag200
#pragma multi_compile_fog
ENDCG
}
}
Fallback "Transparent/Diffuse"
}

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/SimpleWater4" {
Properties {
_ReflectionTex ("Internal reflection", 2D) = "white" {}
_MainTex ("Fallback texture", 2D) = "black" {}
_BumpMap ("Normals ", 2D) = "bump" {}
_DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
_AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
_AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
_BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
_BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
_FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
_ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
_SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
_WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
_Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
_GerstnerIntensity("Per vertex displacement", Float) = 1.0
_GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
_GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
_GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
_GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
_GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
_GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "WaterInclude.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// interpolator structs
struct v2f
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float3 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 grabPassPos : TEXCOORD4;
UNITY_FOG_COORDS(5)
};
struct v2f_noGrab
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float3 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
UNITY_FOG_COORDS(4)
};
struct v2f_simple
{
float4 pos : SV_POSITION;
float3 viewInterpolator : TEXCOORD0;
float4 bumpCoords : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
// textures
sampler2D _BumpMap;
sampler2D _ReflectionTex;
sampler2D _RefractionTex;
sampler2D _ShoreTex;
sampler2D_float _CameraDepthTexture;
// colors in use
uniform float4 _RefrColorDepth;
uniform float4 _SpecularColor;
uniform float4 _BaseColor;
uniform float4 _ReflectionColor;
// edge & shore fading
uniform float4 _InvFadeParemeter;
// specularity
uniform float _Shininess;
uniform float4 _WorldLightDir;
// fresnel, vertex & bump displacements & strength
uniform float4 _DistortParams;
uniform float _FresnelScale;
uniform float4 _BumpTiling;
uniform float4 _BumpDirection;
uniform float4 _GAmplitude;
uniform float4 _GFrequency;
uniform float4 _GSteepness;
uniform float4 _GSpeed;
uniform float4 _GDirectionAB;
uniform float4 _GDirectionCD;
// shortcuts
#define PER_PIXEL_DISPLACE _DistortParams.x
#define REALTIME_DISTORTION _DistortParams.y
#define FRESNEL_POWER _DistortParams.z
#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
#define DISTANCE_SCALE _InvFadeParemeter.z
#define FRESNEL_BIAS _DistortParams.w
//
// HQ VERSION
//
v2f vert(appdata_full v)
{
v2f o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
o.normalInterpolator.xyz = nrml;
o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag( v2f i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
half4 grabWithOffset = i.grabPassPos + distortOffset;
half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
#ifdef WATER_EDGEBLEND_ON
if (LinearEyeDepth(refrFix) < i.screenPos.z)
rtRefractions = rtRefractionsNoDistort;
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
#endif
// shading for fresnel term
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
// base, depth & reflection colors
half4 baseColor = _BaseColor;
#ifdef WATER_REFLECTIVE
half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
#else
half4 reflectionColor = _ReflectionColor;
#endif
baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
baseColor = baseColor + spec * _SpecularColor;
baseColor.a = edgeBlendFactors.x;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// MQ VERSION
//
v2f_noGrab vert300(appdata_full v)
{
v2f_noGrab o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeNonStereoScreenPos(o.pos);
o.normalInterpolator.xyz = nrml;
o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag300( v2f_noGrab i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
#endif
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
#ifdef WATER_REFLECTIVE
baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0));
#else
baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
#endif
baseColor = baseColor + spec * _SpecularColor;
baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// LQ VERSION
//
v2f_simple vert200(appdata_full v)
{
v2f_simple o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos( v.vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag200( v2f_simple i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
baseColor.a = saturate(2.0 * refl2Refr + 0.5);
baseColor.rgb += spec * _SpecularColor.rgb;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
ENDCG
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 500
ColorMask RGB
GrabPass { "_RefractionTex" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 300
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert300
#pragma fragment frag300
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 200
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert200
#pragma fragment frag200
#pragma multi_compile_fog
ENDCG
}
}
Fallback "Transparent/Diffuse"
}

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#ifndef WATER_CG_INCLUDED
#define WATER_CG_INCLUDED
#include "UnityCG.cginc"
half _GerstnerIntensity;
inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
{
half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5;
half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
return normalize(worldNormal);
}
inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength)
{
half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
bump = bump * 0.5;
half3 normal = UnpackNormal(bump);
normal.xy *= bumpStrength;
return normalize(normal);
}
inline half3 GetNormal(half4 tf) {
#ifdef WATER_VERTEX_DISPLACEMENT_ON
return half3(2,1,2) * tf.rbg - half3(1,0,1);
#else
return half3(0,1,0);
#endif
}
inline half GetDistanceFadeout(half screenW, half speed) {
return 1.0f / abs(0.5f + screenW * speed);
}
half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC)
{
half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
#ifdef WATER_VERTEX_DISPLACEMENT_ON
half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0));
tf *= 0.333333;
#else
half4 tf = half4(0.5,0.5,0.5,0.0);
#endif
return tf;
}
half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB)
{
half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
#ifdef WATER_VERTEX_DISPLACEMENT_ON
half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
tf *= 0.5;
#else
half4 tf = half4(0.5,0.5,0.5,0.0);
#endif
return tf;
}
inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos)
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0f;
#endif
screenPos = ComputeNonStereoScreenPos(pos);
grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5;
grabPassPos.zw = pos.zw;
}
inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset)
{
half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
bump = bump * 0.5;
half3 normal = UnpackNormal(bump);
normal.xy *= bumpStrength;
normal.xy += perVertxOffset;
return normalize(normal);
}
inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
{
half4 bump = tex2D(bumpMap, coords.xy);
bump.xy = bump.wy - half2(0.5, 0.5);
half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
return normalize(worldNormal);
}
inline half4 Foam(sampler2D shoreTex, half4 coords, half amount)
{
half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125;
foam.a = amount;
return foam;
}
inline half4 Foam(sampler2D shoreTex, half4 coords)
{
half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
return foam;
}
inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power)
{
half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0);
half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power));
return refl2Refr;
}
inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel)
{
half facing = saturate(dot(-viewVector, worldNormal));
half fresn = tex2D(fresnel, half2(facing, 0.5f)).b;
return fresn;
}
inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB,
sampler2D mapC, half4 uv,
half vertexStrength, half3 normal,
out half4 vertexOffset, out half2 normalOffset)
{
half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0));
tf /= 3.0;
tf.rga = tf.rga-half3(0.5,0.5,0.0);
// height displacement in alpha channel, normals info in rgb
vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength;
normalOffset = tf.rg;
}
inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB,
sampler2D mapC, half4 uv,
half vertexStrength, half normalsStrength,
out half4 vertexOffset, out half2 normalOffset)
{
// @NOTE: for best performance, this should really be properly packed!
half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
tf *= 0.5;
tf.rga = tf.rga-half3(0.5,0.5,0.0);
// height displacement in alpha channel, normals info in rgb
vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength;
normalOffset = tf.rg * normalsStrength;
}
half4 ExtinctColor (half4 baseColor, half extinctionAmount)
{
// tweak the extinction coefficient for different coloring
return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0);
}
half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
{
half3 offsets;
offsets.x =
steepness * amp * dir.x *
cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
offsets.z =
steepness * amp * dir.y *
cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
offsets.y =
amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x);
return offsets;
}
half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 offsets;
half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw;
half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
half4 SIN = sin (dotABCD + TIME);
offsets.x = dot(COS, half4(AB.xz, CD.xz));
offsets.z = dot(COS, half4(AB.yw, CD.yw));
offsets.y = dot(SIN, amp);
return offsets;
}
half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
{
half3 nrml = half3(0,0,0);
nrml.x -=
dir.x * (amp * freq) *
cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
nrml.z -=
dir.y * (amp * freq) *
cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
return nrml;
}
half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 nrml = half3(0,2.0,0);
half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
half4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
nrml.x -= dot(COS, half4(AB.xz, CD.xz));
nrml.z -= dot(COS, half4(AB.yw, CD.yw));
nrml.xz *= _GerstnerIntensity;
nrml = normalize (nrml);
return nrml;
}
void Gerstner ( out half3 offs, out half3 nrml,
half3 vtx, half3 tileableVtx,
half4 amplitude, half4 frequency, half4 steepness,
half4 speed, half4 directionAB, half4 directionCD )
{
#ifdef WATER_VERTEX_DISPLACEMENT_ON
offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD);
nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD);
#else
offs = half3(0,0,0);
nrml = half3(0,1,0);
#endif
}
#endif

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