78 lines
1.9 KiB
Plaintext
78 lines
1.9 KiB
Plaintext
Shader "URPWater/VFX/NormalFX"
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{
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Properties
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{
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_MainTex ("Foam Mask", 2D) = "white" {}
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "RenderType"="Transparent" "RenderPipeline"="UniversalPipeline"}
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Blend SrcAlpha OneMinusSrcAlpha
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Zwrite Off
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LOD 100
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Pass
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{
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Name "URPWaterNormalFX"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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sampler2D _MainTex;
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float4 _MainTex_ST;
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CBUFFER_END
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = TransformObjectToHClip(v.vertex.xyz);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv);
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col.rgb *= half3(1,0,0);
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col.a = col.r * i.color.a;
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return col;
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}
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ENDHLSL
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}
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}
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}
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