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