Shader "BoatAttack/WaterFXShader" { Properties { _MainTex ("Texture", 2D) = "white" {} // Blend mode values [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend mode", Float) = 0.0 // Blend mode values [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend mode", Float) = 0.0 // Will set "_INVERT_ON" shader keyword when set [Toggle] _Invert ("Invert?", Float) = 0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "LightweightPipeline" } ZWrite Off Blend[_SrcBlend][_DstBlend] LOD 100 Pass { Name "WaterFX" Tags{"LightMode" = "WaterFX"} HLSLPROGRAM #pragma vertex WaterFXVertex #pragma fragment WaterFXFragment #pragma shader_feature _INVERT_ON #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; half4 color : COLOR; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; half4 normal : TEXCOORD1; // xyz: normal, w: viewDir.x half4 tangent : TEXCOORD2; // xyz: tangent, w: viewDir.y half4 bitangent : TEXCOORD3; // xyz: binormal, w: viewDir.z half4 color : TEXCOORD4; float4 vertex : SV_POSITION; }; sampler2D _MainTex; Varyings WaterFXVertex (Attributes input) { Varyings output = (Varyings)0; VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs vertexTBN = GetVertexNormalInputs(input.normalOS, input.tangentOS); output.vertex = vertexPosition.positionCS; output.uv = input.uv; output.color = input.color; half3 viewDir = GetCameraPositionWS() - vertexPosition.positionWS; output.normal = half4(vertexTBN.normalWS, viewDir.x); output.tangent = half4(vertexTBN.tangentWS, viewDir.y); output.bitangent = half4(vertexTBN.bitangentWS, viewDir.z); return output; } half4 WaterFXFragment (Varyings input) : SV_Target { half4 col = tex2D(_MainTex, input.uv); half foamMask = col.r * input.color.r; half disp = col.a * 2 - 1; disp *= input.color.a; half3 tNorm = half3(col.b, col.g, 1) * 2 - 1; half3 viewDir = half3(input.normal.w, input.tangent.w, input.bitangent.w); half3 normalWS = TransformTangentToWorld(tNorm, half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz)); normalWS = lerp(half3(0, 1, 0), normalWS, input.color.g); half4 comp = half4(foamMask, normalWS.xz, disp); #ifdef _INVERT_ON comp *= -1; #endif return comp; } ENDHLSL } } }