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" }