Add shaders
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Effects/Mobile/Water" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
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_RimColor("Rim Color", Color) = (1,1,1,0.5)
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_HeightMap ("_HeightMap (r)", 2D) = "white" {}
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_Height ("_Height", Float) = 0.2
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_OffsetXHeightMap ("_OffsetXHeightMap", Range (0, 1)) = 0
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_OffsetYHeightMap ("_OffsetYHeightMap", Range (0, 1)) = 0
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_FPOW("FPOW Fresnel", Float) = 5.0
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_R0("R0 Fresnel", Float) = 0.05
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_Cutoff ("Emission strength", Range (0, 1)) = 0.5
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_BumpAmt ("Distortion", Float) = 10
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Offset -1,-1
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Cull Back
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Fog { Mode Off}
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma glsl
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#include "UnityCG.cginc"
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sampler2D _BumpMap;
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sampler2D _HeightMap;
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float _BumpAmt;
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sampler2D _GrabTextureMobile;
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float4 _GrabTextureMobile_TexelSize;
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float4 _Color;
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float4 _RimColor;
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float4 _ReflectColor;
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float _Shininess;
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float _FPOW;
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float _R0;
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float _Cutoff;
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float _Height;
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float _OffsetXHeightMap;
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float _OffsetYHeightMap;
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struct appdata_t {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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half4 vertex : POSITION;
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half2 uv_BumpMap : TEXCOORD1;
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half2 uv_Height : TEXCOORD2;
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half4 proj : TEXCOORD3;
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half3 normalDir : TEXCOORD4;
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half3 tangentSpaceLightDir : TEXCOORD5;
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fixed4 color : COLOR;
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half3 normal: TEXCOORD6;
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half3 viewDir : TEXCOORD7;
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};
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float4 _BumpMap_ST;
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float4 _Height_ST;
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v2f vert (appdata_full v)
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{
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v2f o;
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o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap);
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o.uv_Height = TRANSFORM_TEX(v.texcoord, _Height);
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float4 oPos = UnityObjectToClipPos(v.vertex);
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float4 coord = float4(v.texcoord.xy, 0 ,0);
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coord.x += _OffsetXHeightMap;
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coord.y += _OffsetYHeightMap;
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float4 tex = tex2Dlod (_HeightMap, coord);
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v.vertex.xyz += v.normal * _Height * tex.r;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.proj.xy = (float2(oPos.x, oPos.y*scale) + oPos.w) * 0.5;
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o.proj.zw = oPos.zw;
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o.color = v.color;
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o.normal = v.normal;
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o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
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float3 binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w;
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float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal );
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o.normalDir = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
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o.tangentSpaceLightDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex)));
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap));
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half rampSample = dot(normal, i.tangentSpaceLightDir);
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half fresnel = saturate(1.0 - dot(normal, i.tangentSpaceLightDir));
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fresnel = pow(fresnel, _FPOW);
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fresnel = _R0 + (1.0 - _R0) * fresnel;
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half fresnelRim = saturate(0.7 - dot(i.normal, i.viewDir));
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fresnelRim = pow(fresnelRim, _FPOW);
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fresnelRim = _R0 + (1.0 - _R0) * fresnelRim;
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half2 offset = normal.rg * _BumpAmt * _GrabTextureMobile_TexelSize.xy;
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i.proj.xy = offset * i.proj.z + i.proj.xy;
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half4 col = tex2Dproj(_GrabTextureMobile, UNITY_PROJ_COORD(i.proj));
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fixed3 emission = col.xyz * _Color.xyz + (fresnel *_ReflectColor.xyz) * _Cutoff * col.xyz + col.xyz * (fresnelRim * _RimColor.xyz)* _Cutoff;
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return fixed4 (emission, _Color.a);
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}
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ENDCG
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}
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}
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}
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}
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