mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 15:08:00 +01:00
56 lines
No EOL
2.4 KiB
GLSL
56 lines
No EOL
2.4 KiB
GLSL
Shader "DCG/Water Shader/Water Surface DX11 - Reflection Probes" {
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Properties {
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[Header(Reflection Settings)] [Space] _ReflectionFresnel ("Reflection Fresnel", Float) = 3
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_ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 0.8611565
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_ReflectionRoughness ("Reflection Roughness", Range(0, 1)) = 0
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[Space] [Header(Water Settings)] [Space] _ShoreOpacity ("Shore Opacity", Float) = 0.5
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_WaterColor ("Water Color", Vector) = (0.2941176,1,1,1)
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_Density ("Density", Float) = 1
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_FadeLevel ("Fade Level", Float) = 4
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[Space] [Header(Foam Settings)] [Space] _FoamMap ("Foam Map", 2D) = "white" {}
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_FoamIntensity ("Foam Intensity", Float) = 1
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_WavesFoamIntensity ("Waves Foam Intensity", Float) = 0.3
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_FoamScale ("Foam Scale", Float) = 1
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_FoamSpeed ("Foam Speed", Float) = 1
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_FoamDistance ("Foam Distance", Float) = 2
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[Space] [Header(Waves Settings)] [Space] _WavesNormalMap ("Waves Normal Map", 2D) = "bump" {}
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_WavesTileScale ("Waves Tile Scale", Float) = 0.3
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_WavesSpeed ("Waves Speed", Float) = 1
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_WavesNormalIntensity ("Waves Normal Intensity", Range(0, 1)) = 1
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_DetailWavesNormalMap ("Detail Waves Normal Map", 2D) = "bump" {}
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_DetailWavesTileScale ("Detail Waves Tile Scale", Float) = 3
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_DetailWavesSpeed ("Detail Waves Speed", Float) = 1
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_DetailWavesNormalIntensity ("Detail Waves Normal Intensity", Range(0, 1)) = 0
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[Space] [Header(Light Refraction Settings)] [Space] _RefractionLevel ("Refraction Level", Range(0, 0.3)) = 0.1142179
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[Space] [Header(Light Reflection Settings)] [Space] _Gloss ("Gloss", Range(0, 1)) = 0.7
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_GlossBleedSharpness ("Gloss Bleed Sharpness", Range(0, 1)) = 0.5203999
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_GlossBleedIntensity ("Gloss Bleed Intensity", Range(0, 1)) = 0.0995139
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_SpecularIntensity ("Specular Intensity", Float) = 1
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[Space] [Header(Displacement Settings)] [Space] _DisplacementIntensity ("Displacement Intensity", Float) = 1
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_WaveHeightSineSpeed ("Wave Height Sine Speed", Float) = 2
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_WaveHeightSineIntensity ("Wave Height Sine Intensity", Float) = 0.12
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_MaxTessellation ("Max Tessellation", Float) = 8
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[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard
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#pragma target 3.0
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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o.Albedo = 1;
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}
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ENDCG
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}
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Fallback "Legacy Shaders/VertexLit"
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//CustomEditor "ShaderForgeMaterialInspector"
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} |