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UnlitWater.shader
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UnlitWater.shader
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Shader "Custom/UnlitWater"
{
Properties
{
_NoiseTex ("Noise Texture", 2D) = "white" { }
_DispTex ("Displacement Texture", 2D) = "white" { }
_ColorTop ("Color Top", Color) = (1, 1, 1, 1)
_ColorBottom ("Color Bottom", Color) = (0, 0, 0, 1)
_Scale ("Scale", Float) = 1.0
_Speed ("Speed", Float) = 1.0
[Enum(OFF, 0, FRONT, 1, BACK, 2)] _CullMode ("Cull Mode", int) = 0
}
SubShader
{
Tags { "Queue" = "Transparent" }
LOD 100
Cull[_CullMode]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex: POSITION;
float2 uv: TEXCOORD0;
};
struct v2f
{
float2 uv: TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex: SV_POSITION;
};
uniform sampler2D _NoiseTex; uniform float4 _NoiseTex_ST;
uniform sampler2D _DispTex; uniform float4 _DispTex_ST;
uniform fixed4 _ColorTop;
uniform fixed4 _ColorBottom;
uniform float _Scale;
uniform float _Speed;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _NoiseTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i): SV_Target
{
float4 dispTex = tex2D(_DispTex, float2(i.uv.x, i.uv.y + _Time.y / 5.0 * _Speed));
float4 noise = tex2D(_NoiseTex, float2(i.uv.x * 4, i.uv.y - dispTex.g));
float a = round(noise.r * 3.0) / 3.0;
fixed4 col = pow(lerp(lerp(_ColorBottom, _ColorTop, i.uv.y), fixed4(1, 1, 1, 1), a), max(0, _Scale));
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback "Diffuse"
}