Shader "Fluxy/Rendering/BasicFluid" { Properties { _Detail ("Detail", 2D) = "white" {} _Gradient ("Gradient", 2D) = "white" {} _DetailAdvection("Detail Advection", Range(0.0, 1.0)) = 0.5 _Additiveness("Additiveness", Range(0.0, 1.0)) = 0 _Falloff("Edge Falloff", Range(0.0, 1.0)) = 0.2 _InvFade ("Soft Particles Factor", Range(0.01,8.0)) = 1.0 } SubShader { Cull Off Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} ZWrite Off Pass { Name "Render" Blend One OneMinusSrcAlpha HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" #include "../FluidUtils.hlsl" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _Detail_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif return o; } sampler2D _MainTex; sampler2D _Detail; sampler2D _Gradient; float _DetailAdvection; float _Additiveness; float _Falloff; float _InvFade; #ifdef SOFTPARTICLES_ON UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); #endif float4 frag (v2f i) : SV_Target { float2 uv = TileToUV(i.uv,_TileIndex); float4 velocity = tex2D(_Velocity,uv); float4 state = tex2D(_MainTex, uv); // look up detail map: float detail = tex2D_flowmap(_Detail,TRANSFORM_TEX(i.uv, _Detail), velocity, _DetailAdvection).r; // lookup gradient: float4 grad = tex2D(_Gradient, float2(state.a * detail.r,0.5f)); #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); state.a *= fade; #endif // calculate additiveness (using premultiplied alpha) float4 color = AlphaAdditiveBlend(grad * state,_Additiveness); // edge falloff float falloff = SquareFalloff(i.uv,_Falloff); return color * falloff; } ENDHLSL } } }