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2026-05-06 17:36:41 +08:00

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Shader "BadDog/URP/BGWater"
{
Properties
{
[Header(Three Direction Wave)]
_MainWave("Main Wave", 2D) = "white" {}
_MainWaveBumpScale("Main Wave Bump Scale", Range(0, 2)) = 1
_SecondWave("Second Wave", 2D) = "white" {}
_SecondWaveBumpScale("Second Normal Bump Scale", Range(0, 2)) = 1
_MainWaveTilingOffset("Main Wave Tiling Offset", Vector) = (1, 1, 1, 1)
_SecondWaveTilingOffset("Second Wave Tiling Offset", Vector) = (1, 1, -1, 1)
_ThirdWaveTilingOffset("Third Wave Tiling Offset", Vector) = (1, 1, 1, -1)
[Header(Water)]
_WaterBaseColor("Water Base Color", Color) = (1.0, 1.0, 1.0, 1)
[Header(Muddy)]
_WaterMuddyColor("Water Muddy Color", Color) = (1.0, 1.0, 1.0, 1)
_WaterMuddyScale("Water Muddy Scale", Range(0, 2)) = 1
_WaterDepthOffset("Water Depth Offset", Range(0, 1)) = 1
[Header(Specular)]
_SpecularIntensity("Specular Intensity", Range(0, 8)) = 1
[Header(Refraction)]
_WaterDistortScale("Distort Scale", Range(0, 10)) = 1
[Header(Enviroment Reflection)]
_EnviromentIntensity("Enviroment Intensity", Range(0, 10)) = 1
[Header(Screen Space Reflection)]
[Toggle] _BGWATER_SSR("Screen Space Reflection", Float) = 1.0
_SSRMaxSampleCount("SSR Max Sample Count", Range(0, 64)) = 12
_SSRSampleStep("SSR Sample Step", Range(4, 32)) = 16
_SSRIntensity("SSR Intensity", Range(0, 2)) = 0.5
[Toggle] _BGWATER_ORTHO("Orthographic Camera", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
HLSLPROGRAM
#if !defined(UNITY_PASS_FORWARDBASE)
#define UNITY_PASS_FORWARDBASE
#endif
#pragma vertex VertexForward
#pragma fragment FragForward
#pragma target 3.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile _ _BGWATER_SSR_ON
#pragma multi_compile _ _BGWATER_ORTHO_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "./BGWaterBase.hlsl"
ENDHLSL
}
}
FallBack "VertexLit"
}