95 lines
4.2 KiB
GLSL
95 lines
4.2 KiB
GLSL
Shader "LiquidVolume/DefaultNoFlask" {
|
|
Properties {
|
|
[HideInInspector] _Color1 ("Color 1", Color) = (1,0,0,0.1)
|
|
[HideInInspector] _FoamColor ("Foam Color", Color) = (1,1,1,0.9)
|
|
[HideInInspector] _Color2 ("Color 2", Color) = (1,0,0,0.3)
|
|
[HideInInspector] _Glossiness ("Smoothness", Range(0,1)) = 0.5
|
|
[HideInInspector] _GlossinessInt ("Internal Smoothness", Range(0,1)) = 0.5
|
|
[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] _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] _NoiseTex2D ("Noise Tex 2D", 2D) = "white"
|
|
[HideInInspector] _Noise2Tex ("Noise Tex 2D3D", 2D) = "white"
|
|
[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
|
|
[HideInInspector] _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
|
|
}
|
|
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_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_USE_REFRACTION
|
|
#pragma multi_compile_local __ LIQUID_VOLUME_DEPTH_AWARE
|
|
#pragma multi_compile_local __ LIQUID_VOLUME_DEPTH_AWARE_PASS
|
|
#include "LVLiquidPass3D.cginc"
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
Fallback "Transparent/VertexLit"
|
|
}
|