Shader "NatureManufacture Shaders/Water/Water Particles" { Properties { _Color("Color", Color) = (1,1,1,0) _ColorPower("Color Power", Vector) = (3,3,3,0) _AOPower("AO Power", Range( 0 , 1)) = 1 _Opacity("Opacity", Range( 0 , 20)) = 0.5 _ParticleTexture("Particle Texture", 2D) = "white" {} _NormalMap("Normal Map", 2D) = "bump" {} _NormalScale("Normal Scale", Range( 0 , 1)) = 0 _Specular("Specular", Range( 0 , 1)) = 0.7 _Smoothness("Smoothness", Range( 0 , 1)) = 0.7 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Off GrabPass{ } CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float4 vertexColor : COLOR; float2 uv_texcoord; float3 worldNormal; INTERNAL_DATA float3 worldPos; float4 screenPos; }; uniform float3 _ColorPower; uniform float4 _Color; uniform sampler2D _ParticleTexture; uniform float4 _ParticleTexture_ST; uniform float _NormalScale; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform sampler2D _GrabTexture; uniform float _Specular; uniform float _Smoothness; uniform float _AOPower; uniform float _Opacity; inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } void surf( Input i , inout SurfaceOutputStandardSpecular o ) { o.Normal = float3(0,0,1); float2 uv_ParticleTexture = i.uv_texcoord * _ParticleTexture_ST.xy + _ParticleTexture_ST.zw; float4 tex2DNode34 = tex2D( _ParticleTexture, uv_ParticleTexture ); o.Albedo = ( ( ( float4( _ColorPower , 0.0 ) * i.vertexColor ) * _Color ) * tex2DNode34 ).rgb; float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; float3 tex2DNode10 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ), _NormalScale ); float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float dotResult25 = dot( (WorldNormalVector( i , tex2DNode10 )) , ase_worldViewDir ); float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float4 screenColor8 = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD( ( ase_grabScreenPosNorm + float4( tex2DNode10 , 0.0 ) ) ) ); o.Emission = ( ( 1.0 - ( dotResult25 * 0.8 ) ) * screenColor8 ).rgb; float3 temp_cast_4 = (_Specular).xxx; o.Specular = temp_cast_4; o.Smoothness = _Smoothness; o.Occlusion = _AOPower; float clampResult40 = clamp( ( _Opacity * tex2DNode34.r ) , 0.0 , 1.0 ); o.Alpha = ( clampResult40 * i.vertexColor.a ); } ENDCG CGPROGRAM #pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 screenPos : TEXCOORD2; float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; half4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.screenPos = ComputeScreenPos( o.pos ); o.color = v.color; return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; surfIN.screenPos = IN.screenPos; surfIN.vertexColor = IN.color; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }