Rasagar/Assets/Viking Village/Boat Attack Water System/Shaders/Water.shader
2024-08-26 23:07:20 +03:00

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Shader "BoatAttack/Water"
{
Properties
{
_BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier
_DitherPattern ("Dithering Pattern", 2D) = "bump" {}
[Toggle(_STATIC_SHADER)] _Static ("Static", Float) = 0
[KeywordEnum(Off, SSS, Refraction, Reflection, Normal, Fresnel, WaterEffects, Foam, WaterDepth)] _Debug ("Debug mode", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "UniversalPipeline" }
ZWrite On
Pass
{
Name "WaterShading"
Tags{"LightMode" = "UniversalForward"}
HLSLPROGRAM
#pragma prefer_hlslcc gles
/////////////////SHADER FEATURES//////////////////
#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma multi_compile _ USE_STRUCTURED_BUFFER
#pragma shader_feature _ _STATIC_SHADER
#pragma shader_feature _DEBUG_OFF _DEBUG_SSS _DEBUG_REFRACTION _DEBUG_REFLECTION _DEBUG_NORMAL _DEBUG_FRESNEL _DEBUG_WATEREFFECTS _DEBUG_FOAM _DEBUG_WATERDEPTH
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile_fog
////////////////////INCLUDES//////////////////////
#include "WaterCommon.hlsl"
//non-tess
#pragma vertex WaterVertex
#pragma fragment WaterFragment
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}