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" }