// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FX/Water" { Properties { _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063 _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) [NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {} [NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {} WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) [NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1) [HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {} [HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {} } // ----------------------------------------------------------- // Fragment program cards Subshader { Tags { "WaterMode"="Refractive" "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) #define HAS_REFLECTION 1 #endif #if defined (WATER_REFRACTIVE) #define HAS_REFRACTION 1 #endif #include "UnityCG.cginc" uniform float4 _WaveScale4; uniform float4 _WaveOffset; #if HAS_REFLECTION uniform float _ReflDistort; #endif #if HAS_REFRACTION uniform float _RefrDistort; #endif struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) float4 ref : TEXCOORD0; float2 bumpuv0 : TEXCOORD1; float2 bumpuv1 : TEXCOORD2; float3 viewDir : TEXCOORD3; #else float2 bumpuv0 : TEXCOORD0; float2 bumpuv1 : TEXCOORD1; float3 viewDir : TEXCOORD2; #endif UNITY_FOG_COORDS(4) }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); // scroll bump waves float4 temp; float4 wpos = mul (unity_ObjectToWorld, v.vertex); temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset; o.bumpuv0 = temp.xy; o.bumpuv1 = temp.wz; // object space view direction (will normalize per pixel) o.viewDir.xzy = WorldSpaceViewDir(v.vertex); #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) o.ref = ComputeNonStereoScreenPos(o.pos); #endif UNITY_TRANSFER_FOG(o,o.pos); return o; } #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) sampler2D _ReflectionTex; #endif #if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE) sampler2D _ReflectiveColor; #endif #if defined (WATER_REFRACTIVE) sampler2D _Fresnel; sampler2D _RefractionTex; uniform float4 _RefrColor; #endif #if defined (WATER_SIMPLE) uniform float4 _HorizonColor; #endif sampler2D _BumpMap; half4 frag( v2f i ) : SV_Target { i.viewDir = normalize(i.viewDir); // combine two scrolling bumpmaps into one half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb; half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb; half3 bump = (bump1 + bump2) * 0.5; // fresnel factor half fresnelFac = dot( i.viewDir, bump ); // perturb reflection/refraction UVs by bumpmap, and lookup colors #if HAS_REFLECTION float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort; half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) ); #endif #if HAS_REFRACTION float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort; half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor; #endif // final color is between refracted and reflected based on fresnel half4 color; #if defined(WATER_REFRACTIVE) half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) ); color = lerp( refr, refl, fresnel ); #endif #if defined(WATER_REFLECTIVE) half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); color.rgb = lerp( water.rgb, refl.rgb, water.a ); color.a = refl.a * water.a; #endif #if defined(WATER_SIMPLE) half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a ); color.a = _HorizonColor.a; #endif UNITY_APPLY_FOG(i.fogCoord, color); return color; } ENDCG } } }