OldBlueWater/BlueWater/Assets/StylizedWater2/Shaders/DynamicEffects/Dynamic Effect.shader

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2023-12-14 14:58:32 +00:00
Shader "Stylized Water 2/Dynamic Effect"
{
Properties
{
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp("Blend Operation", float) = 0
_BaseMap ("Texture (R=Height mask, G=Foam Mask)", 2D) = "black" {}
_AnimationSpeed ("Panning Speed (XY)", Vector) = (0,0,0,0)
_MaskMap ("Mask", 2D) = "white" {}
_MaskAnimationSpeed ("Panning Speed (XY)", Vector) = (0,0,0,0)
[Header(Output)]
[PerRendererData] _HeightScale ("Height scale", Float) = 1.0
[PerRendererData] _FoamStrength ("Foam strength", Float) = 1.0
[PerRendererData] _NormalStrength ("Normal strength", Float) = 1.0
}
SubShader
{
Tags
{
"LightMode" = "WaterDynamicEffect"
//"LightMode" = "UniversalForward"
"RenderQueue" = "Transparent"
"RenderType" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
BlendOp [_BlendOp]
ZWrite Off
//ZClip Off
//ZTest Always
Pass
{
Name "Output"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
//#pragma instancing_options procedural:ParticleInstancingSetup
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ParticlesInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Common.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float4 color : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert (Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
output.color = input.color;
return output;
}
float4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 col = tex2D(_BaseMap, TRANSFORM_TEX(input.uv + (_TimeParameters.xx * AnimationSpeed.xy), _BaseMap));
float maskMap = tex2D(_MaskMap, TRANSFORM_TEX(input.uv + (_TimeParameters.xx * MaskAnimationSpeed.xy), _MaskMap)).r;
float height = col.r * input.color.r;
float foam = FoamStrength * col.g * input.color.g;
float mask = saturate(height + foam);
EffectOutput output;
output.displacement = height * HeightScale;
output.foamAmount = foam;
output.normalGradient = height * NormalStrength;
output.alpha = mask * input.color.a * col.a * maskMap;
OUTPUT_EFFECT(output);
}
ENDHLSL
}
}
}