您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
52 行
1.8 KiB
52 行
1.8 KiB
Shader "BoatAttack/Water"
|
|
{
|
|
Properties
|
|
{
|
|
_BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier
|
|
_DitherPattern ("Dithering Pattern", 2D) = "bump" {}
|
|
[Toggle(_STATIC_SHADER)] _Static ("Static", Float) = 0
|
|
[KeywordEnum(Off, SSS, Refraction, Reflection, Normal, Fresnel, WaterEffects, Foam, WaterDepth)] _Debug ("Debug mode", Float) = 0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "UniversalPipeline" }
|
|
ZWrite On
|
|
|
|
Pass
|
|
{
|
|
Name "WaterShading"
|
|
Tags{"LightMode" = "UniversalForward"}
|
|
|
|
HLSLPROGRAM
|
|
#pragma prefer_hlslcc gles
|
|
/////////////////SHADER FEATURES//////////////////
|
|
#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
|
|
#pragma multi_compile _ USE_STRUCTURED_BUFFER
|
|
#pragma shader_feature _ _STATIC_SHADER
|
|
#pragma shader_feature _DEBUG_OFF _DEBUG_SSS _DEBUG_REFRACTION _DEBUG_REFLECTION _DEBUG_NORMAL _DEBUG_FRESNEL _DEBUG_WATEREFFECTS _DEBUG_FOAM _DEBUG_WATERDEPTH
|
|
|
|
// -------------------------------------
|
|
// Lightweight Pipeline keywords
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _SHADOWS_SOFT
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
|
|
////////////////////INCLUDES//////////////////////
|
|
#include "WaterCommon.hlsl"
|
|
|
|
//non-tess
|
|
#pragma vertex WaterVertex
|
|
#pragma fragment WaterFragment
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
FallBack "Hidden/InternalErrorShader"
|
|
}
|