Shader "LiquidVolume/MultipleNoFlask" { Properties { [HideInInspector] _DitherStrength ("Dither Strength", Float) = 0.5 [HideInInspector] _FoamColor ("Foam Color", Color) = (1,1,1,0.9) [HideInInspector] _FlaskThickness ("Flask Thickness", Vector) = (0.05,0.05,0.05) [HideInInspector] _GlossinessInt ("Internal Smoothness", Vector) = (0.5, 180, 0.3) [HideInInspector] _Muddy ("Muddy", Range(0,1)) = 1.0 [HideInInspector] _Turbulence ("Turbulence", Vector) = (1.0,1.0,1.0,0) [HideInInspector] _TurbulenceSpeed("Turbulence Speed", Float) = 1 [HideInInspector] _MurkinessSpeed("Murkiness Speed", Float) = 1 [HideInInspector] _SparklingIntensity ("Sparkling Intensity", Range(0,1)) = 1.0 [HideInInspector] _SparklingThreshold ("Sparkling Threshold", Range(0,1)) = 0.85 [HideInInspector] _LightColor ("Light Color", Color) = (1,1,1) [HideInInspector] _EmissionColor ("Emission Color", Color) = (0,0,0) [HideInInspector] _DeepAtten("Deep Atten", Range(0,10)) = 2.0 [HideInInspector] _LiquidRaySteps ("Liquid Ray Steps", Int) = 10 [HideInInspector] _SmokeColor ("Smoke Color", Color) = (0.7,0.7,0.7,0.1) [HideInInspector] _SmokeAtten("Smoke Atten", Range(0,10)) = 2.0 [HideInInspector] _SmokeRaySteps ("Smoke Ray Steps", Int) = 10 [HideInInspector] _SmokeSpeed ("Smoke Speed", Range(0,20)) = 5.0 [HideInInspector] _SmokeHeightAtten ("Smoke Height Atten", Range(0,1)) = 0.0 [HideInInspector] _Noise2Tex ("Noise Tex 2D3D", 2D) = "white" [HideInInspector] _NoiseTex2D ("Noise Tex 2D", 2D) = "white" [HideInInspector] _FlaskBlurIntensity ("Flask Blur Intensity", Float) = 1.0 [HideInInspector] _FoamRaySteps ("Foam Ray Steps", Int) = 15 [HideInInspector] _FoamWeight ("Foam Weight", Float) = 10.0 [HideInInspector] _FoamBottom ("Foam Visible From Bottom", Float) = 1.0 [HideInInspector] _FoamTurbulence ("Foam Turbulence", Float) = 1.0 [HideInInspector] _Scale ("Scale", Vector) = (0.25, 0.2, 1, 5.0) [HideInInspector] _CullMode ("Cull Mode", Int) = 2 [HideInInspector] _ZTestMode ("ZTest Mode", Int) = 4 [HideInInspector] _FoamDensity ("Foam Density", Float) = 1 [HideInInspector] _AlphaCombined ("Alpha Combined", Float) = 1.0 [HideInInspector] _FoamMaxPos("Foam Max Pos", Float) = 0 [HideInInspector] _LevelPos ("Level Pos", Float) = 0 [HideInInspector] _UpperLimit ("Upper Limit", Float) = 1 [HideInInspector] _LowerLimit ("Lower Limit", Float) = -1 _NoiseTex ("Noise Tex", 3D) = "white" [HideInInspector] _Center ("Center", Vector) = (1,1,1) [HideInInspector] _Size ("Size", Vector) = (1,1,1,0.5) [HideInInspector] _DoubleSidedBias ("Double Sided Bias", Float) = 0 [HideInInspector] _BackDepthBias ("Back Depth Bias", Float) = 0 [HideInInspector] _SizeWorld ("Vertical Size World Units", Float) = 1 [HideInInspector] _LayersPropertiesTex("", 2D) = "" {} [HideInInspector] _LayersColorsTex("", 2D) = "" {} [HideInInspector] _LayersColors2Tex("", 2D) = "" {} [HideInInspector] _BubblesData ("Bubbles Data", Vector) = (16.0,0,1.0) [HideInInspector] _NoiseTexUnwrapped("Noise Unwrapped", 2D) = "gray" } SubShader { Tags { "Queue" = "Transparent+1" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True" } Pass { // Shadow ========================================================================================================================================================== Name "ShadowCaster" Cull Front Tags { "LightMode" = "ShadowCaster" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "LVShadowPass.cginc" ENDHLSL } Pass { // PBS Liquid ==================================================================================================================================== Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } ZWrite Off Cull [_CullMode] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha HLSLPROGRAM #pragma vertex vert #pragma fragment frag #define LIGHTING LightingWrappedSpecular #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 // #pragma multi_compile _ _MAIN_LIGHT_SHADOWS // #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile_local __ LIQUID_VOLUME_USE_REFRACTION #pragma multi_compile_local LIQUID_VOLUME_SPHERE LIQUID_VOLUME_CUBE LIQUID_VOLUME_CYLINDER LIQUID_VOLUME_IRREGULAR #pragma multi_compile_local __ LIQUID_VOLUME_NON_AABB LIQUID_VOLUME_IGNORE_GRAVITY #pragma multi_compile_local __ LIQUID_VOLUME_DEPTH_AWARE #pragma multi_compile_local __ LIQUID_VOLUME_DEPTH_AWARE_PASS #include "LVLiquidPass3DMultiple.cginc" ENDHLSL } } Fallback "Transparent/VertexLit" }