466 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			466 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | // Made with Amplify Shader Editor v1.9.2 | ||
|  | // Available at the Unity Asset Store - http://u3d.as/y3X  | ||
|  | Shader "Polyart/Dreamscape Water" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 		[Header(COLOR)]_ColorShallow("Color Shallow", Color) = (0.5990566,0.9091429,1,0) | ||
|  | 		_ColorDeep("Color Deep", Color) = (0.1213065,0.347919,0.5471698,0) | ||
|  | 		_ColorDepthFade("Color Depth Fade", Float) = 0 | ||
|  | 		_Smoothness("Smoothness", Range( 0 , 1)) = 0 | ||
|  | 		_Opacity("Opacity", Range( 0 , 1)) = 1 | ||
|  | 		[Header(FOAM)]_FoamColor("Foam Color", Color) = (1,1,1,1) | ||
|  | 		_FoamDepthFade("Foam Depth Fade", Float) = 0.19 | ||
|  | 		_FoamCutoff("Foam Cutoff", Float) = 0 | ||
|  | 		_FoamScale("Foam Scale", Float) = 2 | ||
|  | 		_FoamSpeed("Foam Speed", Float) = 1 | ||
|  | 		[Header(REFRACTION)]_RefractionStrength("Refraction Strength", Float) = 0 | ||
|  | 		_RefractionDepth("Refraction Depth", Float) = 0 | ||
|  | 		[Header(WAVES)]_WaveNormal("Wave Normal", 2D) = "bump" {} | ||
|  | 		_WaveNormalIntensity("Wave Normal Intensity", Range( 0 , 1)) = 1 | ||
|  | 		[Toggle(_WORLDTOOBJECTPOSITION_ON)] _WorldtoObjectPosition("World to Object Position?", Float) = 0 | ||
|  | 		_Displacement("Displacement", 2D) = "gray" {} | ||
|  | 		_DisplaceStrength("Displace Strength", Range( -1 , 1)) = 0 | ||
|  | 		[IntRange]_WaveTiling01("Wave Tiling 01", Range( 0 , 50)) = 1 | ||
|  | 		[IntRange]_WaveTiling02("Wave Tiling 02", Range( 0 , 50)) = 1 | ||
|  | 		[Header(REFLECTION)]_ReflectionTex("ReflectionTex", 2D) = "black" {} | ||
|  | 		_ReflectionNormal("Reflection Normal", 2D) = "bump" {} | ||
|  | 		_ReflectionsIntensity("ReflectionsIntensity", Range( 0 , 3)) = 1 | ||
|  | 		_TurbulenceScale("TurbulenceScale", Float) = 1 | ||
|  | 		_TurbulenceTiling("Turbulence Tiling", Float) = 0 | ||
|  | 		_TurbulenceDistortionIntensity("Turbulence Distortion Intensity", Range( 0 , 6)) = 0.8 | ||
|  | 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
|  | 		[HideInInspector] __dirty( "", Int ) = 1 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	SubShader | ||
|  | 	{ | ||
|  | 		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" } | ||
|  | 		Cull Off | ||
|  | 		GrabPass{ } | ||
|  | 		CGPROGRAM | ||
|  | 		#include "UnityShaderVariables.cginc" | ||
|  | 		#include "UnityStandardUtils.cginc" | ||
|  | 		#include "UnityCG.cginc" | ||
|  | 		#pragma target 3.0 | ||
|  | 		#pragma shader_feature _WORLDTOOBJECTPOSITION_ON | ||
|  | 		#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) | ||
|  | 		#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex); | ||
|  | 		#else | ||
|  | 		#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex) | ||
|  | 		#endif | ||
|  | 		#pragma surface surf Standard alpha:fade keepalpha noshadow exclude_path:deferred vertex:vertexDataFunc  | ||
|  | 		struct Input | ||
|  | 		{ | ||
|  | 			float3 worldPos; | ||
|  | 			float2 uv_texcoord; | ||
|  | 			float4 screenPos; | ||
|  | 			float3 worldNormal; | ||
|  | 			INTERNAL_DATA | ||
|  | 			float eyeDepth; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		uniform sampler2D _Displacement; | ||
|  | 		uniform float _WaveTiling01; | ||
|  | 		uniform float _WaveTiling02; | ||
|  | 		uniform float _DisplaceStrength; | ||
|  | 		uniform sampler2D _WaveNormal; | ||
|  | 		uniform float _WaveNormalIntensity; | ||
|  | 		uniform sampler2D _ReflectionTex; | ||
|  | 		uniform sampler2D _ReflectionNormal; | ||
|  | 		uniform float _TurbulenceTiling; | ||
|  | 		uniform float _TurbulenceScale; | ||
|  | 		uniform float _TurbulenceDistortionIntensity; | ||
|  | 		uniform float _ReflectionsIntensity; | ||
|  | 		uniform float4 _ColorShallow; | ||
|  | 		uniform float4 _ColorDeep; | ||
|  | 		UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); | ||
|  | 		uniform float4 _CameraDepthTexture_TexelSize; | ||
|  | 		uniform float _ColorDepthFade; | ||
|  | 		ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) | ||
|  | 		uniform float _FoamSpeed; | ||
|  | 		uniform float _FoamScale; | ||
|  | 		uniform float _RefractionStrength; | ||
|  | 		uniform float _RefractionDepth; | ||
|  | 		uniform float4 _FoamColor; | ||
|  | 		uniform float _FoamDepthFade; | ||
|  | 		uniform float _FoamCutoff; | ||
|  | 		uniform float _Smoothness; | ||
|  | 		uniform float _Opacity; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } | ||
|  | 
 | ||
|  | 		inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } | ||
|  | 
 | ||
|  | 		inline float valueNoise (float2 uv) | ||
|  | 		{ | ||
|  | 			float2 i = floor(uv); | ||
|  | 			float2 f = frac( uv ); | ||
|  | 			f = f* f * (3.0 - 2.0 * f); | ||
|  | 			uv = abs( frac(uv) - 0.5); | ||
|  | 			float2 c0 = i + float2( 0.0, 0.0 ); | ||
|  | 			float2 c1 = i + float2( 1.0, 0.0 ); | ||
|  | 			float2 c2 = i + float2( 0.0, 1.0 ); | ||
|  | 			float2 c3 = i + float2( 1.0, 1.0 ); | ||
|  | 			float r0 = noise_randomValue( c0 ); | ||
|  | 			float r1 = noise_randomValue( c1 ); | ||
|  | 			float r2 = noise_randomValue( c2 ); | ||
|  | 			float r3 = noise_randomValue( c3 ); | ||
|  | 			float bottomOfGrid = noise_interpolate( r0, r1, f.x ); | ||
|  | 			float topOfGrid = noise_interpolate( r2, r3, f.x ); | ||
|  | 			float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y ); | ||
|  | 			return t; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		float SimpleNoise(float2 UV) | ||
|  | 		{ | ||
|  | 			float t = 0.0; | ||
|  | 			float freq = pow( 2.0, float( 0 ) ); | ||
|  | 			float amp = pow( 0.5, float( 3 - 0 ) ); | ||
|  | 			t += valueNoise( UV/freq )*amp; | ||
|  | 			freq = pow(2.0, float(1)); | ||
|  | 			amp = pow(0.5, float(3-1)); | ||
|  | 			t += valueNoise( UV/freq )*amp; | ||
|  | 			freq = pow(2.0, float(2)); | ||
|  | 			amp = pow(0.5, float(3-2)); | ||
|  | 			t += valueNoise( UV/freq )*amp; | ||
|  | 			return t; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		float3 PerturbNormal107_g2( float3 surf_pos, float3 surf_norm, float height, float scale ) | ||
|  | 		{ | ||
|  | 			// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen | ||
|  | 			float3 vSigmaS = ddx( surf_pos ); | ||
|  | 			float3 vSigmaT = ddy( surf_pos ); | ||
|  | 			float3 vN = surf_norm; | ||
|  | 			float3 vR1 = cross( vSigmaT , vN ); | ||
|  | 			float3 vR2 = cross( vN , vSigmaS ); | ||
|  | 			float fDet = dot( vSigmaS , vR1 ); | ||
|  | 			float dBs = ddx( height ); | ||
|  | 			float dBt = ddy( height ); | ||
|  | 			float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); | ||
|  | 			return normalize ( abs( fDet ) * vN - vSurfGrad ); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		void vertexDataFunc( inout appdata_full v, out Input o ) | ||
|  | 		{ | ||
|  | 			UNITY_INITIALIZE_OUTPUT( Input, o ); | ||
|  | 			float2 temp_cast_0 = (_WaveTiling01).xx; | ||
|  | 			float2 uv_TexCoord91 = v.texcoord.xy * temp_cast_0; | ||
|  | 			float2 panner93 = ( 1.0 * _Time.y * float2( 0.07,0.07 ) + uv_TexCoord91); | ||
|  | 			float2 temp_cast_1 = (_WaveTiling02).xx; | ||
|  | 			float2 uv_TexCoord105 = v.texcoord.xy * temp_cast_1; | ||
|  | 			float2 panner106 = ( 1.0 * _Time.y * float2( -0.07,-0.07 ) + uv_TexCoord105); | ||
|  | 			float vDisplacement123 = ( saturate( ( tex2Dlod( _Displacement, float4( panner93, 0, 0.0) ).r + tex2Dlod( _Displacement, float4( panner106, 0, 0.0) ).r ) ) * _DisplaceStrength ); | ||
|  | 			float3 temp_cast_2 = (vDisplacement123).xxx; | ||
|  | 			float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); | ||
|  | 			float3 worldToObj100 = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) ).xyz; | ||
|  | 			float3 appendResult101 = (float3(worldToObj100.x , vDisplacement123 , worldToObj100.z)); | ||
|  | 			#ifdef _WORLDTOOBJECTPOSITION_ON | ||
|  | 				float3 staticSwitch138 = appendResult101; | ||
|  | 			#else | ||
|  | 				float3 staticSwitch138 = temp_cast_2; | ||
|  | 			#endif | ||
|  | 			v.vertex.xyz += staticSwitch138; | ||
|  | 			v.vertex.w = 1; | ||
|  | 			o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		void surf( Input i , inout SurfaceOutputStandard o ) | ||
|  | 		{ | ||
|  | 			float2 temp_cast_0 = (_WaveTiling01).xx; | ||
|  | 			float2 uv_TexCoord91 = i.uv_texcoord * temp_cast_0; | ||
|  | 			float2 panner93 = ( 1.0 * _Time.y * float2( 0.07,0.07 ) + uv_TexCoord91); | ||
|  | 			float2 temp_cast_2 = (_WaveTiling02).xx; | ||
|  | 			float2 uv_TexCoord105 = i.uv_texcoord * temp_cast_2; | ||
|  | 			float2 panner106 = ( 1.0 * _Time.y * float2( -0.07,-0.07 ) + uv_TexCoord105); | ||
|  | 			float3 vNormal90 = BlendNormals( UnpackScaleNormal( tex2D( _WaveNormal, panner93 ), _WaveNormalIntensity ) , UnpackScaleNormal( tex2D( _WaveNormal, panner106 ), _WaveNormalIntensity ) ); | ||
|  | 			o.Normal = vNormal90; | ||
|  | 			float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); | ||
|  | 			float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; | ||
|  | 			ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; | ||
|  | 			float2 appendResult78 = (float2(( ase_screenPosNorm.x + 0.01 ) , ( ase_screenPosNorm.y + 0.01 ))); | ||
|  | 			float2 temp_cast_5 = (_TurbulenceTiling).xx; | ||
|  | 			float2 uv_TexCoord66 = i.uv_texcoord * temp_cast_5; | ||
|  | 			float2 panner68 = ( 1.0 * _Time.y * float2( 0.1,0.1 ) + ( uv_TexCoord66 * _TurbulenceScale )); | ||
|  | 			float temp_output_77_0 = ( UnpackNormal( tex2D( _ReflectionNormal, panner68 ) ).g * _TurbulenceDistortionIntensity ); | ||
|  | 			float Turbulence86 = temp_output_77_0; | ||
|  | 			float4 lerpResult80 = lerp( ase_screenPosNorm , float4( appendResult78, 0.0 , 0.0 ) , Turbulence86); | ||
|  | 			float4 vReflection132 = ( tex2D( _ReflectionTex, lerpResult80.xy ) * _ReflectionsIntensity ); | ||
|  | 			float screenDepth18 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); | ||
|  | 			float distanceDepth18 = abs( ( screenDepth18 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _ColorDepthFade ) ); | ||
|  | 			float4 lerpResult22 = lerp( _ColorShallow , _ColorDeep , saturate( distanceDepth18 )); | ||
|  | 			float vDisplacement123 = ( saturate( ( tex2D( _Displacement, panner93 ).r + tex2D( _Displacement, panner106 ).r ) ) * _DisplaceStrength ); | ||
|  | 			float4 lerpResult102 = lerp( lerpResult22 , ( lerpResult22 + float4( 0.5,0.5,0.5,0 ) ) , vDisplacement123); | ||
|  | 			float4 vColorWaves122 = lerpResult102; | ||
|  | 			float4 blendOpSrc85 = vReflection132; | ||
|  | 			float4 blendOpDest85 = vColorWaves122; | ||
|  | 			float4 temp_output_85_0 = ( saturate( ( blendOpSrc85 + blendOpDest85 ) )); | ||
|  | 			float3 ase_worldPos = i.worldPos; | ||
|  | 			float3 surf_pos107_g2 = ase_worldPos; | ||
|  | 			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); | ||
|  | 			float3 surf_norm107_g2 = ase_worldNormal; | ||
|  | 			float mulTime7 = _Time.y * 0.1; | ||
|  | 			float2 temp_cast_7 = (_FoamSpeed).xx; | ||
|  | 			float2 temp_cast_8 = (_FoamScale).xx; | ||
|  | 			float2 uv_TexCoord5 = i.uv_texcoord * temp_cast_8; | ||
|  | 			float2 panner8 = ( mulTime7 * temp_cast_7 + uv_TexCoord5); | ||
|  | 			float simpleNoise13 = SimpleNoise( panner8*50.0 ); | ||
|  | 			float height107_g2 = simpleNoise13; | ||
|  | 			float scale107_g2 = 2.0; | ||
|  | 			float3 localPerturbNormal107_g2 = PerturbNormal107_g2( surf_pos107_g2 , surf_norm107_g2 , height107_g2 , scale107_g2 ); | ||
|  | 			float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) ); | ||
|  | 			float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) ); | ||
|  | 			float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal ); | ||
|  | 			float3 worldToTangentDir42_g2 = mul( ase_worldToTangent, localPerturbNormal107_g2); | ||
|  | 			float3 vRefractionNormal31 = worldToTangentDir42_g2; | ||
|  | 			float eyeDepth28_g3 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); | ||
|  | 			float2 temp_output_20_0_g3 = ( (vRefractionNormal31).xy * ( _RefractionStrength / max( i.eyeDepth , 0.1 ) ) * saturate( ( eyeDepth28_g3 - i.eyeDepth ) ) ); | ||
|  | 			float eyeDepth2_g3 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ( float4( temp_output_20_0_g3, 0.0 , 0.0 ) + ase_screenPosNorm ).xy )); | ||
|  | 			float2 temp_output_32_0_g3 = (( float4( ( temp_output_20_0_g3 * saturate( ( eyeDepth2_g3 - i.eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; | ||
|  | 			float2 temp_output_1_0_g3 = ( ( floor( ( temp_output_32_0_g3 * (_CameraDepthTexture_TexelSize).zw ) ) + 0.5 ) * (_CameraDepthTexture_TexelSize).xy ); | ||
|  | 			float4 screenColor36 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,temp_output_1_0_g3); | ||
|  | 			float4 vRefraction35 = screenColor36; | ||
|  | 			float4 blendOpSrc58 = temp_output_85_0; | ||
|  | 			float4 blendOpDest58 = vRefraction35; | ||
|  | 			float screenDepth50 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); | ||
|  | 			float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _RefractionDepth ) ); | ||
|  | 			float4 lerpResult32 = lerp( ( saturate( (( blendOpDest58 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest58 ) * ( 1.0 - blendOpSrc58 ) ) : ( 2.0 * blendOpDest58 * blendOpSrc58 ) ) )) , temp_output_85_0 , saturate( distanceDepth50 )); | ||
|  | 			float screenDepth4 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); | ||
|  | 			float distanceDepth4 = abs( ( screenDepth4 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _FoamDepthFade ) ); | ||
|  | 			float vFoam15 = step( ( saturate( distanceDepth4 ) * _FoamCutoff ) , simpleNoise13 ); | ||
|  | 			float4 lerpResult24 = lerp( lerpResult32 , _FoamColor , ( _FoamColor.a * vFoam15 )); | ||
|  | 			float4 vFinalColor62 = lerpResult24; | ||
|  | 			o.Albedo = vFinalColor62.rgb; | ||
|  | 			o.Smoothness = _Smoothness; | ||
|  | 			o.Alpha = _Opacity; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 	} | ||
|  | } | ||
|  | /*ASEBEGIN | ||
|  | Version=19200 | ||
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|  | Node;AmplifyShaderEditor.RangedFloatNode;64;-2067.551,2016.169;Inherit;False;Property;_TurbulenceTiling;Turbulence Tiling;23;0;Create;True;0;0;0;False;0;False;0;7.9;0;0;0;1;FLOAT;0 | ||
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