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117 lines
3.7 KiB
117 lines
3.7 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 15/Water Wave" {
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Properties {
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_Color ("Main Color", Color) = (0, 0.15, 0.115, 1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_WaveMap ("Wave Map", 2D) = "bump" {}
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_Cubemap ("Environment Cubemap", Cube) = "_Skybox" {}
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_WaveXSpeed ("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01
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_WaveYSpeed ("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01
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_Distortion ("Distortion", Range(0, 100)) = 10
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}
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SubShader {
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// We must be transparent, so other objects are drawn before this one.
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Tags { "Queue"="Transparent" "RenderType"="Opaque" }
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// This pass grabs the screen behind the object into a texture.
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// We can access the result in the next pass as _RefractionTex
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GrabPass { "_RefractionTex" }
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Pass {
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#pragma multi_compile_fwdbase
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#pragma vertex vert
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#pragma fragment frag
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _WaveMap;
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float4 _WaveMap_ST;
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samplerCUBE _Cubemap;
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fixed _WaveXSpeed;
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fixed _WaveYSpeed;
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float _Distortion;
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sampler2D _RefractionTex;
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float4 _RefractionTex_TexelSize;
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struct a2v {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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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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float4 scrPos : TEXCOORD0;
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float4 uv : TEXCOORD1;
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float4 TtoW0 : TEXCOORD2;
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float4 TtoW1 : TEXCOORD3;
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float4 TtoW2 : TEXCOORD4;
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.scrPos = ComputeGrabScreenPos(o.pos);
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o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
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o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
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fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed);
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// Get the normal in tangent space
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fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb;
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fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb;
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fixed3 bump = normalize(bump1 + bump2);
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// Compute the offset in tangent space
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float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
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i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
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fixed3 refrCol = tex2D( _RefractionTex, i.scrPos.xy/i.scrPos.w).rgb;
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// Convert the normal to world space
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bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
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fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed);
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fixed3 reflDir = reflect(-viewDir, bump);
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fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb;
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fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4);
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fixed3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel);
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return fixed4(finalColor, 1);
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}
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ENDCG
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}
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}
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// Do not cast shadow
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FallBack Off
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}
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