Minor - Add Assets And Support Dual Screen
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Shader "Custom/Water/TwoSide/Height/DiffuseWater"
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{
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" {}
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[Space(20)]
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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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//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
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_WaterHeight ("Water height", Float) = 0
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_WaterDeep ("Water deep", Float) = 0
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_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
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[Space(20)]
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_BorderColor ("Border color", Color) = (1, 1, 1, 1)
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_BorderWidth ("Border width", Range(0, 1)) = 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" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
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LOD 100
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Cull Off
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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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#include "UnityLightingCommon.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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float4 normal : NORMAL;
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float2 uv : TEXCOORD0;
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#if LIGHTMAP_ON
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float2 lightmap_uv : TEXCOORD1;
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#endif
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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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#if LIGHTMAP_ON
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fixed2 lightmap_uv : TEXCOORD4;
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#else
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fixed4 diffuseLight : TEXCOORD4;
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#endif
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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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fixed4 _DeepColor;
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fixed _WaterHeight;
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fixed _TextureVisibility;
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fixed _WaterDeep;
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fixed _WaterMinAlpha;
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fixed4 _BorderColor;
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fixed _BorderWidth;
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fixed _BorderVisibility;
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fixed3 _MoveDirection;
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fixed4 DiffuseLight(fixed3 worldNormal)
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{
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half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
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fixed4 diff = nl * _LightColor0;
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diff.rgb += ShadeSH9(half4(worldNormal, 1));
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return diff;
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}
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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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fixed3 LightmapColor(fixed2 lightmap_uv)
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{
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fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
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return DecodeLightmap(lightmapCol);
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}
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fixed4 MainColor(v2f i)
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{
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fixed4 mainCol = tex2D(_MainTex, i.uv) * _Color;
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#if LIGHTMAP_ON
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mainCol.rgb *= LightmapColor(i.lightmap_uv);
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#else
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mainCol.rgb *= i.diffuseLight;
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#endif
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return mainCol;
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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 LIGHTMAP_ON
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o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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#else
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fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
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o.diffuseLight = DiffuseLight(worldNormal.xyz);
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#endif
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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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fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
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fixed underWater = lerp(0, 1, lengthUnderWater > 0);
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fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
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fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha);
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fixed4 mainCol = MainColor(i);
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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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fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
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finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
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UNITY_APPLY_FOG(i.fogCoord, finalCol);
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//return fixed4(reflection, 0, 0, 1);
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return finalCol;
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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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