Shader "BoatAttack/Water" { Properties { _BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "LightweightPipeline" } ZWrite Off Pass { Name "WaterShading" Tags{"LightMode" = "LightweightForward"} HLSLPROGRAM #pragma prefer_hlslcc gles /////////////////SHADER FEATURES////////////////// #pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION #pragma multi_compile _ FOG_LINEAR FOG_EXP2 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing ////////////////////INCLUDES////////////////////// #include "WaterCommon.hlsl" //non-tess #pragma vertex WaterVertex #pragma fragment WaterFragment ENDHLSL } } FallBack "Hidden/InternalErrorShader" }