Shader "Hidden/BoatAttack/Caustics" { Properties { //Vector1_F3303B3C("Speed", Float) = 0.5 _Size("Size", Float) = 0.5 [NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {} _WaterLevel("WaterLevel", Float) = 0 _BlendDistance("BlendDistance", Float) = 3 //Vector1_CD857B77("CausticsRGB Split", Float) = 2 //Color blends [HideInInspector] _SrcBlend("__src", Float) = 4.0 [HideInInspector] _DstBlend("__dst", Float) = 1.0 } SubShader { // No culling or depth Cull Off ZWrite Off Pass { Blend [_SrcBlend] [_DstBlend], One Zero HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #pragma shader_feature _DEBUG #pragma vertex vert #pragma fragment frag struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; float4 screenpos : TEXCOORD1; float4 positionOS : SV_POSITION; }; TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap); half _Size; half _WaterLevel; half _BlendDistance; float3 ReconstructWorldPos(half2 screenPos, float depth) { // World Pos reconstriction float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth, 1)); float3 worldPos = raw.rgb / raw.a; return worldPos; } // Can be done per-vertex float2 CausticUVs(float2 rawUV, float2 offset) { //anim float2 uv = rawUV * _Size + float2(_Time.y, _Time.x) * 0.1; return uv + offset * 0.25; } Varyings vert (Attributes input) { Varyings output; VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.positionOS = vertexInput.positionCS; output.screenpos = ComputeScreenPos(output.positionOS); output.uv = float2(input.uv.x, 1.0 - input.uv.y); return output; } sampler2D _MainTex; real4 frag (Varyings input) : SV_Target { float4 screenPos = input.screenpos / input.screenpos.w; real depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, sampler_CameraDepthTexture, screenPos.xy); float3 worldPos = ReconstructWorldPos(screenPos.xy, depth); float2 uv = worldPos.xz * 0.025 + _Time.x * 0.25; float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, uv).w - 0.5; float2 causticUV = CausticUVs(worldPos.xz, waveOffset); half upperMask = saturate(-worldPos.y + _WaterLevel); half lowerMask = saturate((worldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance); float3 caustics = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV, abs(worldPos.y - _WaterLevel) * 5 / _BlendDistance).bbb; //return real4(caustics, 1); #ifdef _DEBUG return real4(caustics * min(upperMask, lowerMask), 1); #endif caustics *= min(upperMask, lowerMask) * 2; return real4(caustics + 1, 1); } ENDHLSL } } }