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61 行
1.1 KiB
61 行
1.1 KiB
Shader "Unlit/WaterFXFoamOnly"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
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ZWrite Off
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Blend One One
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LOD 100
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Pass
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{
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Name "WaterFX"
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Tags{"LightMode" = "WaterFX"}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _NORMALMAP 1
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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half4 color : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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v2f vert (appdata v)
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{
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v2f o;
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half3 posWS = TransformObjectToWorld(v.vertex.xyz);
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o.vertex = TransformWorldToHClip(posWS);
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o.uv = v.uv;
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o.color = v.color;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv) * i.color;
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return half4(col.rgb, 0);
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}
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ENDHLSL
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}
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}
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}
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