Minor - Add Assets And Support Dual Screen

This commit is contained in:
2026-02-03 16:15:50 +01:00
parent 76132c2cbe
commit 7a3d9e54c4
1039 changed files with 149985 additions and 21327 deletions

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
public class AnimationStarter : MonoBehaviour
{
[SerializeField] private Animator animator;
[SerializeField] private Motion animation;
public void Awake()
{
animator.Play(animation.name);
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
using UnityEngine.UI;
public class CameraDepthSlider : MonoBehaviour
{
[SerializeField] private Slider slider;
[SerializeField] private Transform cameraTransform;
[Space]
[SerializeField] private float minDistance;
[SerializeField] private float maxDistance;
[Space]
[SerializeField] private float scrollDelta;
[SerializeField] private float scrollSpeed;
private Vector3 cameraDirectionToRoot;
private float currentScrollSpeed;
private float currentValue;
public void Awake()
{
cameraDirectionToRoot = cameraTransform.localPosition.normalized;
slider.value = 0.2f;
OnSliderValueChanged();
}
public void OnSliderValueChanged()
{
UpdateDepthPosition(slider.value);
}
#if UNITY_EDITOR
public void Update()
{
if (Input.GetKey(KeyCode.W))
{
currentScrollSpeed = Mathf.Lerp(currentScrollSpeed, currentScrollSpeed + scrollDelta, Time.deltaTime * scrollSpeed);
UpdateDepthPosition(Mathf.Lerp(currentValue, currentValue + currentScrollSpeed, Time.deltaTime * scrollSpeed));
}
else if (Input.GetKey(KeyCode.S))
{
currentScrollSpeed = Mathf.Lerp(currentScrollSpeed, currentScrollSpeed + scrollDelta, Time.deltaTime * scrollSpeed);
UpdateDepthPosition(Mathf.Lerp(currentValue, currentValue - currentScrollSpeed, Time.deltaTime * scrollSpeed));
}
currentScrollSpeed = 0f;
}
#endif
private void UpdateDepthPosition(float value)
{
currentValue = Mathf.Clamp(value, 0f, 1f);
cameraTransform.localPosition = cameraDirectionToRoot * Mathf.Lerp(minDistance, maxDistance, currentValue);
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
public class CameraRotator : MonoBehaviour
{
[SerializeField] private float speed = 5f;
public void Update()
{
var angles = transform.eulerAngles;
angles.y += Time.deltaTime * speed;
transform.eulerAngles = angles;
}
}
}

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namespace Assets.Scripts.Helpers
{
using UnityEngine;
public class FPSCounter
{
private const float Frequency = 0.1f;
private const int DataSize = 100;
private float[] fpsData;
private float[] deltaTimeData;
private float timer;
private int index;
private int lastFrameCount;
private float lastTime;
public FPSCounter()
{
index = 0;
timer = 0f;
fpsData = new float[DataSize];
deltaTimeData = new float[DataSize];
}
public float Fps
{
get { return fpsData[Mathf.Max(index - 1, 0)]; }
}
public void Update(float deltaTime)
{
timer += deltaTime;
if (timer >= Frequency)
{
var timeSpan = Time.realtimeSinceStartup - lastTime;
var frameCount = Time.frameCount - lastFrameCount;
fpsData[index] = frameCount / timeSpan;
deltaTimeData[index] = timer;
index = (index + 1) % DataSize;
lastFrameCount = Time.frameCount;
lastTime = Time.realtimeSinceStartup;
timer = 0f;
}
}
/// <summary>
/// Return average fps for last N seconds.
/// </summary>
/// <param name="forLastSec">Last seconds for calculating.</param>
/// <returns>Average fps for last N seconds.</returns>
public float GetAverageFps(float forLastSec)
{
var fpsSum = 0f;
var timeSum = 0f;
var localIndex = index - 1;
var totalDataCount = 0;
while (timeSum <= forLastSec)
{
if (localIndex < 0)
{
localIndex += DataSize;
}
fpsSum += fpsData[localIndex];
timeSum += deltaTimeData[localIndex];
localIndex--;
totalDataCount++;
if (totalDataCount == DataSize)
{
Debug.LogWarning("Too few data to calculate average fps for such long term.");
break;
}
}
return fpsSum / totalDataCount;
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using Assets.Scripts.Helpers;
using UnityEngine;
using UnityEngine.UI;
public class FPSUI : MonoBehaviour
{
[SerializeField] private Text fpsText;
private FPSCounter fpsCounter;
public void Awake()
{
fpsCounter = new FPSCounter();
}
public void Update()
{
fpsCounter.Update(Time.deltaTime);
fpsText.text = "Fps: " + fpsCounter.GetAverageFps(1f).ToString("###");
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
public class TouchRotator : MonoBehaviour
{
[SerializeField] private Transform cameraRoot;
[SerializeField] private float speed;
[SerializeField] private float mouseSpeed;
private Vector3 prevMousePos;
#if !UNITY_EDITOR
public void Update()
{
if (Input.touchCount > 0 && Input.GetTouch(0).position.x < Screen.width * 0.9f)
{
var deltaPos = Input.GetTouch(0).deltaPosition;
var deltaRotation = new Vector3(-deltaPos.y, deltaPos.x) * Time.deltaTime * speed;
var rotation = cameraRoot.eulerAngles + deltaRotation;
cameraRoot.eulerAngles = new Vector3(Mathf.Clamp(rotation.x, 0f, 90f), rotation.y);
}
}
#else
public void Update()
{
if (Input.GetKey(KeyCode.LeftAlt))
{
var deltaPos = Input.mousePosition - prevMousePos;
var deltaRotation = new Vector3(-deltaPos.y, deltaPos.x) * Time.deltaTime * mouseSpeed;
var rotation = cameraRoot.eulerAngles + deltaRotation;
cameraRoot.eulerAngles = new Vector3(Mathf.Clamp(rotation.x, 0f, 90f), rotation.y);
}
prevMousePos = Input.mousePosition;
}
#endif
}
}

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namespace Assets.Scripts.Water
{
using UnityEngine;
/// <summary>
/// Area that belongs to some water
/// </summary>
public class WaterArea : MonoBehaviour
{
/// <summary>
/// Water shader properties of the water this area belong
/// </summary>
[SerializeField] private WaterPropertyBlockSetter waterProperties;
public MaterialPropertyBlock WaterPropertyBlock
{
get { return waterProperties.MaterialPropertyBlock; }
}
}
}

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namespace Assets.Scripts.Water
{
using UnityEngine;
/// <summary>
/// This class switchs material of dynamic objects if they enter or exit any water area
/// After switching to water material it pushes water area properties to dynamic object material
/// It allows objects to be under the lake or be in the different water
/// Also switching material to diffuse after exiting the water gives a bit performance
/// </summary>
public class WaterMaterialSwitcher : MonoBehaviour
{
[SerializeField] private Renderer renderer;
[SerializeField] private Material waterMaterial;
[SerializeField] private Material diffuseMaterial;
private MaterialPropertyBlock defaulPropertyBlock;
public void Awake()
{
defaulPropertyBlock = new MaterialPropertyBlock();
renderer.GetPropertyBlock(defaulPropertyBlock);
}
public void OnTriggerEnter(Collider collider)
{
if (collider.tag == "Water")
{
var waterPropertyBlock = collider.GetComponent<WaterArea>().WaterPropertyBlock;
renderer.sharedMaterial = waterMaterial;
renderer.SetPropertyBlock(waterPropertyBlock);
}
}
public void OnTriggerExit(Collider collider)
{
if (collider.tag == "Water")
{
renderer.sharedMaterial = diffuseMaterial;
renderer.SetPropertyBlock(defaulPropertyBlock);
}
}
}
}

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namespace Assets.Scripts.Water
{
using UnityEngine;
/// <summary>
/// This class helps you to set water properties for a lot of materials at the same time.
/// So you don't have to make it for each independently.
/// Put it on the scene, add renderers and set up your water.
/// </summary>
[ExecuteInEditMode]
public class WaterPropertyBlockSetter : MonoBehaviour
{
[SerializeField] private Renderer[] waterRenderers;
[Space]
[SerializeField] private Color waterColor;
[SerializeField] private Texture waterTex;
[SerializeField] private Vector2 waterTile;
[Range(0, 1)][SerializeField] private float textureVisibility;
[Space]
[SerializeField] private Texture distortionTex;
[SerializeField] private Vector2 distortionTile;
[Space]
[SerializeField] private float waterHeight;
[SerializeField] private float waterDeep;
[Range(0, 0.1f)][SerializeField] private float waterDepthParam;
[Range(0, 1)][SerializeField] private float waterMinAlpha;
[Space]
[SerializeField] private Color borderColor;
[Range(0, 1)][SerializeField] private float borderWidth;
[Space]
[SerializeField] private Vector2 moveDirection;
private MaterialPropertyBlock materialPropertyBlock;
public MaterialPropertyBlock MaterialPropertyBlock
{
get { return materialPropertyBlock; }
}
public void Awake()
{
materialPropertyBlock = new MaterialPropertyBlock();
SetUpPropertyBlock(materialPropertyBlock);
if (waterRenderers != null)
{
for (var i = 0; i < waterRenderers.Length; i++)
{
waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
}
}
}
#if UNITY_EDITOR
public void OnEnable()
{
materialPropertyBlock = new MaterialPropertyBlock();
SetUpPropertyBlock(materialPropertyBlock);
}
public void Update()
{
SetUpPropertyBlock(materialPropertyBlock);
if (waterRenderers != null)
{
for (var i = 0; i < waterRenderers.Length; i++)
{
waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
}
}
}
#endif
private void SetUpPropertyBlock(MaterialPropertyBlock propertyBlock)
{
propertyBlock.SetColor("_WaterColor", waterColor);
propertyBlock.SetColor("_BorderColor", borderColor);
propertyBlock.SetVector("_Tiling", waterTile);
propertyBlock.SetVector("_DistTiling", distortionTile);
propertyBlock.SetVector("_MoveDirection", new Vector4(moveDirection.x, 0f, moveDirection.y, 0f));
if (waterTex != null)
{
propertyBlock.SetTexture("_WaterTex", waterTex);
}
if (distortionTex != null)
{
propertyBlock.SetTexture("_DistTex", distortionTex);
}
propertyBlock.SetFloat("_TextureVisibility", textureVisibility);
propertyBlock.SetFloat("_WaterHeight", waterHeight);
propertyBlock.SetFloat("_WaterDeep", waterDeep);
propertyBlock.SetFloat("_WaterDepth", waterDepthParam);
propertyBlock.SetFloat("_WaterMinAlpha", waterMinAlpha);
propertyBlock.SetFloat("_BorderWidth", borderWidth);
}
}
}

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Shader "Custom/Water/Depth/DiffuseColorWater"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
[Space(20)]
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility ("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
_WaterHeight ("Water height", Float) = 0
_WaterDeep ("Water deep", Float) = 0
_WaterDepth ("Water depth param", Range(0, 0.1)) = 0
_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
[Space(20)]
_BorderColor ("Border color", Color) = (1, 1, 1, 1)
_BorderWidth ("Border width", Range(0, 1)) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Opaque" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
#if LIGHTMAP_ON
float2 lightmap_uv : TEXCOORD1;
#endif
};
struct v2f
{
fixed4 worldPos : TEXCOORD0;
fixed camHeightOverWater : TEXCOORD1;
fixed waterDepth : TEXCOORD2;
UNITY_FOG_COORDS(3)
#if LIGHTMAP_ON
fixed2 lightmap_uv : TEXCOORD4;
#else
fixed4 diffuseLight : TEXCOORD4;
#endif
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _WaterTex;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed4 _DeepColor;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed _WaterDeep;
fixed _WaterDepth;
fixed _WaterMinAlpha;
fixed4 _BorderColor;
fixed _BorderWidth;
fixed _BorderVisibility;
fixed3 _MoveDirection;
fixed4 DiffuseLight(fixed3 worldNormal)
{
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
fixed3 LightmapColor(fixed2 lightmap_uv)
{
fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
return DecodeLightmap(lightmapCol);
}
fixed4 MainColor(v2f i)
{
fixed4 mainCol = _Color;
#if LIGHTMAP_ON
mainCol.rgb *= LightmapColor(i.lightmap_uv);
#else
mainCol.rgb *= i.diffuseLight;
#endif
return mainCol;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
fixed3 rayToWaterPlane = o.camHeightOverWater / (-camToWorldRay.y) * camToWorldRay;
fixed depth = length(camToWorldRay - rayToWaterPlane);
o.waterDepth = depth * _WaterDepth * saturate(rayToWaterPlane.y - camToWorldRay.y);
#if LIGHTMAP_ON
o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
o.diffuseLight = DiffuseLight(worldNormal.xyz);
#endif
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 worldPosOnPlane = _WorldSpaceCameraPos + rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
fixed underWater = lerp(0, 1, lengthUnderWater > 0);
fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha + i.waterDepth);
fixed4 mainCol = MainColor(i);
fixed2 water_uv = WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
UNITY_APPLY_FOG(i.fogCoord, finalCol);
//return fixed4(i.waterDepth, 0, 0, 1);
return finalCol;
}
ENDCG
}
}
}

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Shader "Custom/Water/Depth/DiffuseWater"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
[Space(20)]
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility ("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
_WaterHeight ("Water height", Float) = 0
_WaterDeep ("Water deep", Float) = 0
_WaterDepth ("Water depth param", Range(0, 0.1)) = 0
_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
[Space(20)]
_BorderColor ("Border color", Color) = (1, 1, 1, 1)
_BorderWidth ("Border width", Range(0, 1)) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Opaque" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
#if LIGHTMAP_ON
float2 lightmap_uv : TEXCOORD1;
#endif
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 worldPos : TEXCOORD1;
fixed camHeightOverWater : TEXCOORD2;
fixed waterDepth : TEXCOORD3;
UNITY_FOG_COORDS(4)
#if LIGHTMAP_ON
fixed2 lightmap_uv : TEXCOORD5;
#else
fixed4 diffuseLight : TEXCOORD5;
#endif
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _WaterTex;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed4 _DeepColor;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed _WaterDeep;
fixed _WaterDepth;
fixed _WaterMinAlpha;
fixed4 _BorderColor;
fixed _BorderWidth;
fixed _BorderVisibility;
fixed3 _MoveDirection;
fixed4 DiffuseLight(fixed3 worldNormal)
{
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
fixed3 LightmapColor(fixed2 lightmap_uv)
{
fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
return DecodeLightmap(lightmapCol);
}
fixed4 MainColor(v2f i)
{
fixed4 mainCol = tex2D(_MainTex, i.uv) * _Color;
#if LIGHTMAP_ON
mainCol.rgb *= LightmapColor(i.lightmap_uv);
#else
mainCol.rgb *= i.diffuseLight;
#endif
return mainCol;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
fixed3 rayToWaterPlane = o.camHeightOverWater / (-camToWorldRay.y) * camToWorldRay;
fixed depth = length(camToWorldRay - rayToWaterPlane);
o.waterDepth = depth * _WaterDepth * saturate(rayToWaterPlane.y - camToWorldRay.y);;
#if LIGHTMAP_ON
o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
o.diffuseLight = DiffuseLight(worldNormal.xyz);
#endif
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 worldPosOnPlane = _WorldSpaceCameraPos + rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
fixed underWater = lerp(0, 1, lengthUnderWater > 0);
fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha + i.waterDepth);
fixed4 mainCol = MainColor(i);
fixed2 water_uv = WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
UNITY_APPLY_FOG(i.fogCoord, finalCol);
//return fixed4(reflection, 0, 0, 1);
return finalCol;
}
ENDCG
}
}
}

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Shader "Custom/Water/DiffuseWaterOpaque"
{
Properties
{
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex ("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
_WaterHeight ("Water height", Float) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 worldPos: TEXCOORD1;
fixed camHeightOverWater : TEXCOORD2;
UNITY_FOG_COORDS(3)
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _WaterTex;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed3 _MoveDirection;
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (o.camHeightOverWater / camToWorldRay.y * camToWorldRay);
fixed3 worldPosOnPlane = _WorldSpaceCameraPos - rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 water_uv = WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
UNITY_APPLY_FOG(i.fogCoord, waterCol);
return waterCol;
}
ENDCG
}
}
}

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Shader "Custom/Water/Height/DiffuseColorWater"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
[Space(20)]
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
_WaterHeight ("Water height", Float) = 0
_WaterDeep ("Water deep", Float) = 0
_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
[Space(20)]
_BorderColor ("Border color", Color) = (1, 1, 1, 1)
_BorderWidth ("Border width", Range(0, 1)) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Opaque" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
#if LIGHTMAP_ON
float2 lightmap_uv : TEXCOORD1;
#endif
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 worldPos : TEXCOORD1;
fixed camHeightOverWater : TEXCOORD2;
UNITY_FOG_COORDS(3)
#if LIGHTMAP_ON
fixed2 lightmap_uv : TEXCOORD4;
#else
fixed4 diffuseLight : TEXCOORD4;
#endif
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _WaterTex;
float4 _WaterTex_ST;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed4 _DeepColor;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed _WaterDeep;
fixed _WaterMinAlpha;
fixed4 _BorderColor;
fixed _BorderWidth;
fixed _BorderVisibility;
fixed3 _MoveDirection;
fixed4 DiffuseLight(fixed3 worldNormal)
{
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
fixed3 LightmapColor(fixed2 lightmap_uv)
{
fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
return DecodeLightmap(lightmapCol);
}
fixed4 MainColor(v2f i)
{
fixed4 mainCol = _Color;
#if LIGHTMAP_ON
mainCol.rgb *= LightmapColor(i.lightmap_uv);
#else
mainCol.rgb *= i.diffuseLight;
#endif
return mainCol;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
o.uv = TRANSFORM_TEX(v.uv, _WaterTex);
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
#if LIGHTMAP_ON
o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
o.diffuseLight = DiffuseLight(worldNormal.xyz);
#endif
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (o.camHeightOverWater / camToWorldRay.y * camToWorldRay);
fixed3 worldPosOnPlane = _WorldSpaceCameraPos - rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
fixed underWater = lerp(0, 1, lengthUnderWater > 0);
fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha);
fixed4 mainCol = MainColor(i);
fixed2 water_uv = WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
UNITY_APPLY_FOG(i.fogCoord, finalCol);
//return fixed4(reflection, 0, 0, 1);
return finalCol;
}
ENDCG
}
}
}

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Shader "Custom/Water/Height/DiffuseWater"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
[Space(20)]
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
_WaterHeight ("Water height", Float) = 0
_WaterDeep ("Water deep", Float) = 0
_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
[Space(20)]
_BorderColor ("Border color", Color) = (1, 1, 1, 1)
_BorderWidth ("Border width", Range(0, 1)) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Opaque" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
#if LIGHTMAP_ON
float2 lightmap_uv : TEXCOORD1;
#endif
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 worldPos : TEXCOORD1;
fixed camHeightOverWater : TEXCOORD2;
UNITY_FOG_COORDS(3)
#if LIGHTMAP_ON
fixed2 lightmap_uv : TEXCOORD4;
#else
fixed4 diffuseLight : TEXCOORD4;
#endif
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _WaterTex;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed4 _DeepColor;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed _WaterDeep;
fixed _WaterMinAlpha;
fixed4 _BorderColor;
fixed _BorderWidth;
fixed _BorderVisibility;
fixed3 _MoveDirection;
fixed4 DiffuseLight(fixed3 worldNormal)
{
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
fixed3 LightmapColor(fixed2 lightmap_uv)
{
fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
return DecodeLightmap(lightmapCol);
}
fixed4 MainColor(v2f i)
{
fixed4 mainCol = tex2D(_MainTex, i.uv) * _Color;
#if LIGHTMAP_ON
mainCol.rgb *= LightmapColor(i.lightmap_uv);
#else
mainCol.rgb *= i.diffuseLight;
#endif
return mainCol;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
#if LIGHTMAP_ON
o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
o.diffuseLight = DiffuseLight(worldNormal.xyz);
#endif
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (o.camHeightOverWater / camToWorldRay.y * camToWorldRay);
fixed3 worldPosOnPlane = _WorldSpaceCameraPos - rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
fixed underWater = lerp(0, 1, lengthUnderWater > 0);
fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha);
fixed4 mainCol = MainColor(i);
fixed2 water_uv = WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
UNITY_APPLY_FOG(i.fogCoord, finalCol);
//return fixed4(reflection, 0, 0, 1);
return finalCol;
}
ENDCG
}
}
}

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Shader "Custom/Water/TwoSide/Depth/DiffuseColorWater"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
[Space(20)]
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility ("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
_WaterHeight ("Water height", Float) = 0
_WaterDeep ("Water deep", Float) = 0
_WaterDepth ("Water depth param", Range(0, 0.1)) = 0
_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
[Space(20)]
_BorderColor ("Border color", Color) = (1, 1, 1, 1)
_BorderWidth ("Border width", Range(0, 1)) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Opaque" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
#if LIGHTMAP_ON
float2 lightmap_uv : TEXCOORD1;
#endif
};
struct v2f
{
fixed4 worldPos : TEXCOORD0;
fixed camHeightOverWater : TEXCOORD1;
fixed waterDepth : TEXCOORD2;
UNITY_FOG_COORDS(3)
#if LIGHTMAP_ON
fixed2 lightmap_uv : TEXCOORD4;
#else
fixed4 diffuseLight : TEXCOORD4;
#endif
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _WaterTex;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed4 _DeepColor;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed _WaterDeep;
fixed _WaterDepth;
fixed _WaterMinAlpha;
fixed4 _BorderColor;
fixed _BorderWidth;
fixed _BorderVisibility;
fixed3 _MoveDirection;
fixed4 DiffuseLight(fixed3 worldNormal)
{
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
fixed3 LightmapColor(fixed2 lightmap_uv)
{
fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
return DecodeLightmap(lightmapCol);
}
fixed4 MainColor(v2f i)
{
fixed4 mainCol = _Color;
#if LIGHTMAP_ON
mainCol.rgb *= LightmapColor(i.lightmap_uv);
#else
mainCol.rgb *= i.diffuseLight;
#endif
return mainCol;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
fixed3 rayToWaterPlane = o.camHeightOverWater / (-camToWorldRay.y) * camToWorldRay;
fixed depth = length(camToWorldRay - rayToWaterPlane);
o.waterDepth = depth * _WaterDepth * saturate(rayToWaterPlane.y - camToWorldRay.y);
#if LIGHTMAP_ON
o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
o.diffuseLight = DiffuseLight(worldNormal.xyz);
#endif
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 worldPosOnPlane = _WorldSpaceCameraPos + rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
fixed underWater = lerp(0, 1, lengthUnderWater > 0);
fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha + i.waterDepth);
fixed4 mainCol = MainColor(i);
fixed2 water_uv = WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
UNITY_APPLY_FOG(i.fogCoord, finalCol);
//return fixed4(i.waterDepth, 0, 0, 1);
return finalCol;
}
ENDCG
}
}
}

View File

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fileFormatVersion: 2
guid: f2065017c9f60034a921e136ee175344
timeCreated: 1493134247
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 89541
packageName: Mobile depth water shader
packageVersion: 1.0
assetPath: Assets/MobileDepthWater/Shaders/WaterTwoSide/Depth/DiffuseColorDepthWaterTwoSide.shader
uploadId: 179707

View File

@@ -0,0 +1,194 @@
Shader "Custom/Water/TwoSide/Depth/DiffuseWater"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
[Space(20)]
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility ("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
_WaterHeight ("Water height", Float) = 0
_WaterDeep ("Water deep", Float) = 0
_WaterDepth ("Water depth param", Range(0, 0.1)) = 0
_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
[Space(20)]
_BorderColor ("Border color", Color) = (1, 1, 1, 1)
_BorderWidth ("Border width", Range(0, 1)) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Opaque" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
#if LIGHTMAP_ON
float2 lightmap_uv : TEXCOORD1;
#endif
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 worldPos : TEXCOORD1;
fixed camHeightOverWater : TEXCOORD2;
fixed waterDepth : TEXCOORD3;
UNITY_FOG_COORDS(4)
#if LIGHTMAP_ON
fixed2 lightmap_uv : TEXCOORD5;
#else
fixed4 diffuseLight : TEXCOORD5;
#endif
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _WaterTex;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed4 _DeepColor;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed _WaterDeep;
fixed _WaterDepth;
fixed _WaterMinAlpha;
fixed4 _BorderColor;
fixed _BorderWidth;
fixed _BorderVisibility;
fixed3 _MoveDirection;
fixed4 DiffuseLight(fixed3 worldNormal)
{
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
fixed3 LightmapColor(fixed2 lightmap_uv)
{
fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
return DecodeLightmap(lightmapCol);
}
fixed4 MainColor(v2f i)
{
fixed4 mainCol = tex2D(_MainTex, i.uv) * _Color;
#if LIGHTMAP_ON
mainCol.rgb *= LightmapColor(i.lightmap_uv);
#else
mainCol.rgb *= i.diffuseLight;
#endif
return mainCol;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
fixed3 rayToWaterPlane = o.camHeightOverWater / (-camToWorldRay.y) * camToWorldRay;
fixed depth = length(camToWorldRay - rayToWaterPlane);
o.waterDepth = depth * _WaterDepth * saturate(rayToWaterPlane.y - camToWorldRay.y);;
#if LIGHTMAP_ON
o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
o.diffuseLight = DiffuseLight(worldNormal.xyz);
#endif
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 worldPosOnPlane = _WorldSpaceCameraPos + rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
fixed underWater = lerp(0, 1, lengthUnderWater > 0);
fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha + i.waterDepth);
fixed4 mainCol = MainColor(i);
fixed2 water_uv = WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
UNITY_APPLY_FOG(i.fogCoord, finalCol);
//return fixed4(reflection, 0, 0, 1);
return finalCol;
}
ENDCG
}
}
}

View File

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fileFormatVersion: 2
guid: 43be516172fe7624da4ca48a036caaf5
timeCreated: 1493134247
licenseType: Store
ShaderImporter:
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userData:
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assetBundleVariant:
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serializedVersion: 1
productId: 89541
packageName: Mobile depth water shader
packageVersion: 1.0
assetPath: Assets/MobileDepthWater/Shaders/WaterTwoSide/Depth/DiffuseDepthWaterTwoSide.shader
uploadId: 179707

View File

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timeCreated: 1493418171
licenseType: Store
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