InteractiveWater Shader
InteractiveWater Shader
{
Properties
{
_Color("Tint", Color) = (1, 1, 1, .5)
_FoamC("Foam", Color) = (1, 1, 1, .5)
_MainTex ("Main Texture", 2D) = "white" {}
_MaskInt ("RenderTexture Mask", 2D) = "white" {}
_TextureDistort("Texture Wobble", range(0,1)) = 0.1
_NoiseTex("Extra Wave Noise", 2D) = "white" {}
_Speed("Wave Speed", Range(0,1)) = 0.5
_Amount("Wave Amount", Range(0,1)) = 0.6
_Scale("Scale", Range(0,1)) = 0.5
_Height("Wave Height", Range(0,1)) = 0.1
_Foam("Foamline Thickness", Range(0,10)) = 8
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
LOD 100
Blend OneMinusDstColor One
Cull Off
GrabPass{
Name "BASE"
Tags{ "LightMode" = "Always" }
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD3;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 scrPos : TEXCOORD2;//
float4 worldPos : TEXCOORD4;//
};
float _TextureDistort;
float4 _Color;
sampler2D _CameraDepthTexture; //Depth Texture
sampler2D _MainTex, _NoiseTex;//
float4 _MainTex_ST;
float _Speed, _Amount, _Height, _Foam, _Scale;//
float4 _FoamC;
sampler2D _MaskInt;
uniform float3 _Position;
uniform sampler2D _GlobalEffectRT;
uniform float _OrthographicCamSize;