FiE-Game/Assets/Shader/DCG_Water Shader_Water Surface DX11 - Reflection Probes.shader

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Shader "DCG/Water Shader/Water Surface DX11 - Reflection Probes" {
Properties {
[Header(Reflection Settings)] [Space] _ReflectionFresnel ("Reflection Fresnel", Float) = 3
_ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 0.8611565
_ReflectionRoughness ("Reflection Roughness", Range(0, 1)) = 0
[Space] [Header(Water Settings)] [Space] _ShoreOpacity ("Shore Opacity", Float) = 0.5
_WaterColor ("Water Color", Vector) = (0.2941176,1,1,1)
_Density ("Density", Float) = 1
_FadeLevel ("Fade Level", Float) = 4
[Space] [Header(Foam Settings)] [Space] _FoamMap ("Foam Map", 2D) = "white" {}
_FoamIntensity ("Foam Intensity", Float) = 1
_WavesFoamIntensity ("Waves Foam Intensity", Float) = 0.3
_FoamScale ("Foam Scale", Float) = 1
_FoamSpeed ("Foam Speed", Float) = 1
_FoamDistance ("Foam Distance", Float) = 2
[Space] [Header(Waves Settings)] [Space] _WavesNormalMap ("Waves Normal Map", 2D) = "bump" {}
_WavesTileScale ("Waves Tile Scale", Float) = 0.3
_WavesSpeed ("Waves Speed", Float) = 1
_WavesNormalIntensity ("Waves Normal Intensity", Range(0, 1)) = 1
_DetailWavesNormalMap ("Detail Waves Normal Map", 2D) = "bump" {}
_DetailWavesTileScale ("Detail Waves Tile Scale", Float) = 3
_DetailWavesSpeed ("Detail Waves Speed", Float) = 1
_DetailWavesNormalIntensity ("Detail Waves Normal Intensity", Range(0, 1)) = 0
[Space] [Header(Light Refraction Settings)] [Space] _RefractionLevel ("Refraction Level", Range(0, 0.3)) = 0.1142179
[Space] [Header(Light Reflection Settings)] [Space] _Gloss ("Gloss", Range(0, 1)) = 0.7
_GlossBleedSharpness ("Gloss Bleed Sharpness", Range(0, 1)) = 0.5203999
_GlossBleedIntensity ("Gloss Bleed Intensity", Range(0, 1)) = 0.0995139
_SpecularIntensity ("Specular Intensity", Float) = 1
[Space] [Header(Displacement Settings)] [Space] _DisplacementIntensity ("Displacement Intensity", Float) = 1
_WaveHeightSineSpeed ("Wave Height Sine Speed", Float) = 2
_WaveHeightSineIntensity ("Wave Height Sine Intensity", Float) = 0.12
_MaxTessellation ("Max Tessellation", Float) = 8
[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
Fallback "Legacy Shaders/VertexLit"
//CustomEditor "ShaderForgeMaterialInspector"
}