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" }