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80 行
2.3 KiB
80 行
2.3 KiB
Shader "BoatAttack/WaterTessellated"
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{
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Properties
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{
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_TessellationEdgeLength ("Tessellation Edge Length", Range(5, 100)) = 50
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[NoScaleOffset]
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_BumpMap("Detail Wave Normal", 2D) = "bump" {}
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_BumpScale("Detail Wave Amount", Range(0, 1)) = 0.2//fine detail multiplier
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[NoScaleOffset]
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_FoamMap("Foam Texture", 2D) = "black" {}
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[KeywordEnum(Cubemap, Probes, PlanarReflection)]
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_Reflection ("ReflectionMode", float) = 0
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[Header(Debug)]
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[Toggle(_DEBUG)]
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_Debug ("Debug Rendering", Float) = 0
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[KeywordEnum(Final, Reflection, Color, Depth, WaterFX, Normals, Fresnel, Specular, Temporary)]
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_DebugPass ("Debug Mode", Float) = 0
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// Remove after testing
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[Toggle(_PERF_REF)]
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_Perf_Ref ("Perf Reflection", float) = 0
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[Toggle(_PERF_COL)]
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_Perf_Col ("Perf Color", float) = 0
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[Toggle(_PERF_DEPTH)]
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_Perf_Depth ("Perf Depth", float) = 0
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[Toggle(_PERF_VERT)]
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_Perf_Vert ("Perf Vert", float) = 0
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[Toggle(_PERF_LIGHTING)]
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_Perf_Light ("Perf Lighting", float) = 0
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[Toggle(_PERF_FRESNEL)]
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_Perf_Fres ("Perf Fresnel", float) = 0
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[Toggle(_PERF_GERSTNER)]
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_Perf_Gerstner ("Perf Gerstner Waves", float) = 0
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[Toggle(_PERF_FOAM)]
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_Perf_Foam ("Perf Foam", float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "LightweightPipeline" }
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LOD 300
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ZWrite Off
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Pass
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{
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Name "WaterShading"
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HLSLPROGRAM
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#pragma require tessellation tessHW
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/////////////////SHADER FEATURES//////////////////
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#pragma shader_feature _ _TESSELLATION
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#define _TESSELLATION 1
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#pragma shader_feature _ _DEBUG
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#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
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#pragma multi_compile _ FOG_LINEAR FOG_EXP2
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///////////////PERF SHADER FEATURES///////////////
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#pragma multi_compile _ _PERF_REF
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#pragma multi_compile _ _PERF_COL
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#pragma multi_compile _ _PERF_DEPTH
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#pragma multi_compile _ _PERF_VERT
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#pragma multi_compile _ _PERF_LIGHTING
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#pragma multi_compile _ _PERF_FRESNEL
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#pragma multi_compile _ _PERF_GERSTNER
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#pragma multi_compile _ _PERF_FOAM
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////////////////////INCLUDES//////////////////////
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#include "WaterCommon.hlsl"
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#include "WaterTessellation.hlsl"
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#pragma vertex TessellationVertex
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#pragma hull Hull
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#pragma domain Domain
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#pragma fragment WaterFragment
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ENDHLSL
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}
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}
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Fallback "BoatAttack/Water"
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}
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