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2026-06-22 16:18:34 +02:00

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Shader "URPWater/VFX/FoamFX"
{
Properties
{
_MainTex ("Foam Mask", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" "RenderPipeline"="UniversalPipeline"}
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Zwrite Off
LOD 100
Pass
{
Name "URPWaterFoamFX"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
sampler2D _MainTex;
float4 _MainTex_ST;
CBUFFER_END
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv) * i.color;
col *= half4(0, 0, 1, 1 * col.b);
return col;
}
ENDHLSL
}
}
}