Shader "BoatAttack/WaterTessellated" { Properties { _TessellationEdgeLength ("Tessellation Edge Length", Range(5, 100)) = 50 _BumpScale("Detail Wave Amount", Range(0, 1)) = 0.2//fine detail multiplier } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "LightweightPipeline" } LOD 300 ZWrite Off Pass { Name "WaterShading" HLSLPROGRAM #pragma require tessellation tessHW #pragma prefer_hlslcc gles /////////////////SHADER FEATURES////////////////// #pragma shader_feature _ _TESSELLATION #define _TESSELLATION 1 #pragma multi_compile _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION #pragma multi_compile _ USE_STRUCTURED_BUFFER // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile_fog ////////////////////INCLUDES////////////////////// #include "WaterCommon.hlsl" #include "WaterTessellation.hlsl" #pragma vertex TessellationVertex #pragma hull Hull #pragma domain Domain #pragma fragment WaterFragment ENDHLSL } } fallback "BoatAttack/Water" }