128 lines
2.7 KiB (Stored with Git LFS)
HLSL
128 lines
2.7 KiB (Stored with Git LFS)
HLSL
//Stylized Water 2
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//Staggart Creations (http://staggart.xyz)
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//Copyright protected under Unity Asset Store EULA
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TEXTURE2D(_IntersectionNoise);
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SAMPLER(sampler_IntersectionNoise);
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TEXTURE2D(_DepthTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _ShallowColor;
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float4 _BaseColor;
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half _ColorAbsorption;
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//float _Smoothness;
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//float _Metallic;
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float4 _IntersectionColor;
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float _DepthVertical;
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float _DepthHorizontal;
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float _DepthExp;
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float _WorldSpaceUV;
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float2 _NormalTiling;
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float _NormalSubTiling;
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float _NormalSpeed;
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float _NormalSubSpeed;
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half _NormalStrength;
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half2 _DistanceNormalsFadeDist;
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half _DistanceNormalsTiling;
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half _TranslucencyStrength;
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half _TranslucencyStrengthDirect;
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half _TranslucencyExp;
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half _TranslucencyCurvatureMask;
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half _EdgeFade;
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float _WaveSpeed;
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float4 _HorizonColor;
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half _HorizonDistance;
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float _SparkleIntensity;
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half _SparkleSize;
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half _SunReflectionDistortion;
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half _SunReflectionSize;
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float _SunReflectionStrength;
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float _PointSpotLightReflectionStrength;
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half _PointSpotLightReflectionSize;
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half _PointSpotLightReflectionDistortion;
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float _ReflectionDistortion;
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float _ReflectionBlur;
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float _ReflectionFresnel;
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float _ReflectionStrength;
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half _ReflectionLighting;
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half _PlanarReflectionsEnabled;
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half _ShadowStrength;
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float2 _Direction;
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float _Speed;
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half _SlopeStretching;
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half _SlopeSpeed;
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half _SlopeAngleThreshold;
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half _SlopeAngleFalloff;
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half _SlopeFoam;
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//Foam
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float4 _FoamColor;
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float _FoamSpeed;
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float _FoamSubSpeed;
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float2 _FoamTiling;
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float _FoamSubTiling;
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half _FoamBaseAmount;
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half _FoamClipping;
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half _FoamWaveAmount;
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half _FoamDistortion;
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float _FoamTilingDynamic;
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float _FoamSubTilingDynamic;
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float _FoamSpeedDynamic;
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float _FoamSubSpeedDynamic;
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//Intersection
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half _IntersectionSource;
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half _IntersectionLength;
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half _IntersectionFalloff;
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half _IntersectionTiling;
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half _IntersectionDistortion;
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half _IntersectionRippleDist;
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half _IntersectionRippleStrength;
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half _IntersectionClipping;
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float _IntersectionSpeed;
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//Waves
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half _WaveHeight;
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half _WaveNormalStr;
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float _WaveDistance;
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half2 _WaveFadeDistance;
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float _WaveSteepness;
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uint _WaveCount;
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half4 _WaveDirection;
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half _ShoreLineWaveStr;
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half _ShoreLineWaveDistance;
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half _ShoreLineLength;
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//Underwater
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half _CausticsBrightness;
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half _CausticsChromance;
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float _CausticsTiling;
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half _CausticsSpeed;
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half _RefractionStrength;
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half _RefractionChromaticAberration;
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half _CausticsDistortion;
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half _UnderwaterSurfaceSmoothness;
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half _UnderwaterRefractionOffset;
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half _VertexColorDepth;
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half _VertexColorWaveFlattening;
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half _VertexColorFoam;
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bool _ReceiveDynamicEffects;
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half _WaveTint;
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#ifdef TESSELLATION_ON
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float _TessValue;
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float _TessMin;
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float _TessMax;
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#endif
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CBUFFER_END |