Shader "Unlit/Simple Water Interactive"
{
Properties
{
_Color("Tint", Color) = (1, 1, 1, .5)
_FoamC("Foam", Color) = (1, 1, 1, .5)
_MainTex ("Main Texture", 2D) = "white" {}
_MaskInt ("RenderTexture Mask", 2D) = "white" {}
_TextureDistort("Texture Wobble", range(0,1)) = 0.1
_NoiseTex("Extra Wave Noise", 2D) = "white" {}
_Speed("Wave Speed", Range(0,1)) = 0.5
_Amount("Wave Amount", Range(0,1)) = 0.6
_Scale("Scale", Range(0,1)) = 0.5
_Height("Wave Height", Range(0,1)) = 0.1
_Foam("Foamline Thickness", Range(0,10)) = 8
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
LOD 100
Blend OneMinusDstColor One
Cull Off
GrabPass{
Name "BASE"
Tags{ "LightMode" = "Always" }
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD3;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 scrPos : TEXCOORD2;//
float4 worldPos : TEXCOORD4;//
};
float _TextureDistort;
float4 _Color;
sampler2D _CameraDepthTexture; //Depth Texture
sampler2D _MainTex, _NoiseTex;//
float4 _MainTex_ST;
float _Speed, _Amount, _Height, _Foam, _Scale;//
float4 _FoamC;
sampler2D _MaskInt;
uniform float3 _Position;
uniform sampler2D _GlobalEffectRT;
uniform float _OrthographicCamSize;
v2f vert (appdata v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
float4 tex = tex2Dlod(_NoiseTex, float4(v.uv.xy, 0, 0));//extra
noise tex
v.vertex.y += sin(_Time.z * _Speed + (v.vertex.x * v.vertex.z *
_Amount * tex)) * _Height;//movement
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.scrPos = ComputeScreenPos(o.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// rendertexture UV
float2 uv = i.worldPos.xz - _Position.xz;
uv = uv/(_OrthographicCamSize *2);
uv += 0.5;
// Ripples
float ripples = tex2D(_GlobalEffectRT, uv ).b;
// mask to prevent bleeding
float4 mask = tex2D(_MaskInt, uv);
ripples *= mask.a;
fixed distortx = tex2D(_NoiseTex, (i.worldPos.xz * _Scale) +
(_Time.x * 2)).r ;// distortion
distortx += (ripples *2);
half4 col = tex2D(_MainTex, (i.worldPos.xz * _Scale) - (distortx *
_TextureDistort));// texture times tint;
half depth =
LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture,
UNITY_PROJ_COORD(i.scrPos ))); // depth
half4 foamLine =1 - saturate(_Foam* (depth - i.scrPos.w ) ) ;//
foam line by comparing depth and screenposition
col *= _Color;
col += (step(0.4 * distortx,foamLine) * _FoamC); // add the foam
line and tint to the texture
col = saturate(col) * col.a ;
ripples = step(0.99, ripples * 3);
float4 ripplesColored = ripples * _FoamC;
return saturate(col + ripplesColored);
}
ENDCG
}
}
}