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73 lines
1.8 KiB
73 lines
1.8 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 11/Water" {
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Properties {
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_MainTex ("Main Tex", 2D) = "white" {}
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_Color ("Color Tint", Color) = (1, 1, 1, 1)
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_Magnitude ("Distortion Magnitude", Float) = 1
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_Frequency ("Distortion Frequency", Float) = 1
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_InvWaveLength ("Distortion Inverse Wave Length", Float) = 10
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_Speed ("Speed", Float) = 0.5
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}
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SubShader {
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// Need to disable batching because of the vertex animation
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"}
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Pass {
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Tags { "LightMode"="ForwardBase" }
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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float _Magnitude;
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float _Frequency;
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float _InvWaveLength;
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float _Speed;
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struct a2v {
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(a2v v) {
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v2f o;
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float4 offset;
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offset.yzw = float3(0.0, 0.0, 0.0);
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//offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
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offset.x = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength) * _Magnitude;
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o.pos = UnityObjectToClipPos(v.vertex + offset);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv += float2(0.0, _Time.y * _Speed);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 c = tex2D(_MainTex, i.uv);
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c.rgb *= _Color.rgb;
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return c;
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}
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ENDCG
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}
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}
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FallBack "Transparent/VertexLit"
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}
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