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51 行
1.5 KiB
51 行
1.5 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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_BumpScale("Detail Wave Amount", Range(0, 1)) = 0.2//fine detail multiplier
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "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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#pragma prefer_hlslcc gles
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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 multi_compile _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
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#pragma multi_compile _ USE_STRUCTURED_BUFFER
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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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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