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Shader "StubbedCalm Water/CalmWater - DX11 - DoubleSided" { | ||
Properties { | ||
_Color ("Shallow Color", Color) = (1,1,1,1) | ||
_DepthColor ("Depth Color", Color) = (0,0,0,0) | ||
_Depth ("Depth", Float) = 0.5 | ||
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 | ||
_EdgeFade ("Edge Fade", Float) = 1 | ||
_SpecColor ("SpecularColor", Color) = (1,1,1,1) | ||
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 | ||
_BumpMap ("Micro Detail", 2D) = "bump" {} | ||
_BumpStrength ("Bump Strength", Range(0, 1)) = 1 | ||
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 | ||
_BumpMapLarge ("Large Detail", 2D) = "bump" {} | ||
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 | ||
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 | ||
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) | ||
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) | ||
_Distortion ("Distortion", Range(0, 100)) = 50 | ||
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 | ||
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 | ||
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) | ||
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} | ||
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} | ||
_Reflection ("Reflection", Range(0, 1)) = 1 | ||
_RimPower ("Fresnel Angle", Range(1, 20)) = 5 | ||
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 | ||
_FoamColor ("FoamColor", Color) = (1,1,1,1) | ||
_FoamTex ("Foam Texture", 2D) = "white" {} | ||
_FoamSize ("Fade Size", Float) = 0.5 | ||
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 | ||
_Amplitude ("Amplitude", Float) = 0.05 | ||
_Frequency ("Frequency", Float) = 1 | ||
_Speed ("Wave Speed", Float) = 1 | ||
_Steepness ("Wave Steepness", Float) = 1 | ||
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) | ||
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) | ||
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) | ||
_Smoothing ("Smoothing", Range(0, 1)) = 1 | ||
_Tess ("Tessellation", Range(1, 32)) = 4 | ||
} | ||
//DummyShaderTextExporter | ||
SubShader{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
CGPROGRAM | ||
#pragma surface surf Standard | ||
#pragma target 3.0 | ||
|
||
fixed4 _Color; | ||
struct Input | ||
{ | ||
float2 uv_MainTex; | ||
}; | ||
|
||
void surf(Input IN, inout SurfaceOutputStandard o) | ||
{ | ||
o.Albedo = _Color.rgb; | ||
o.Alpha = _Color.a; | ||
} | ||
ENDCG | ||
} | ||
Fallback "Legacy/Diffuse" | ||
//CustomEditor "CalmWaterInspector" | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,64 @@ | ||
Shader "StubbedCalm Water/CalmWater - DX11" { | ||
Properties { | ||
_Color ("Shallow Color", Color) = (1,1,1,1) | ||
_DepthColor ("Depth Color", Color) = (0,0,0,0) | ||
_Depth ("Depth", Float) = 0.5 | ||
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 | ||
_EdgeFade ("Edge Fade", Float) = 1 | ||
_SpecColor ("SpecularColor", Color) = (1,1,1,1) | ||
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 | ||
_BumpMap ("Micro Detail", 2D) = "bump" {} | ||
_BumpStrength ("Bump Strength", Range(0, 1)) = 1 | ||
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 | ||
_BumpMapLarge ("Large Detail", 2D) = "bump" {} | ||
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 | ||
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 | ||
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) | ||
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) | ||
_Distortion ("Distortion", Range(0, 100)) = 50 | ||
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 | ||
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 | ||
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) | ||
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} | ||
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} | ||
_Reflection ("Reflection", Range(0, 1)) = 1 | ||
_RimPower ("Fresnel Angle", Range(1, 20)) = 5 | ||
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 | ||
_FoamColor ("FoamColor", Color) = (1,1,1,1) | ||
_FoamTex ("Foam Texture", 2D) = "white" {} | ||
_FoamSize ("Fade Size", Float) = 0.5 | ||
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 | ||
_Amplitude ("Amplitude", Float) = 0.05 | ||
_Frequency ("Frequency", Float) = 1 | ||
_Speed ("Wave Speed", Float) = 1 | ||
_Steepness ("Wave Steepness", Float) = 1 | ||
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) | ||
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) | ||
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) | ||
_Smoothing ("Smoothing", Range(0, 1)) = 1 | ||
_Tess ("Tessellation", Range(1, 32)) = 4 | ||
} | ||
//DummyShaderTextExporter | ||
SubShader{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
CGPROGRAM | ||
#pragma surface surf Standard | ||
#pragma target 3.0 | ||
|
||
fixed4 _Color; | ||
struct Input | ||
{ | ||
float2 uv_MainTex; | ||
}; | ||
|
||
void surf(Input IN, inout SurfaceOutputStandard o) | ||
{ | ||
o.Albedo = _Color.rgb; | ||
o.Alpha = _Color.a; | ||
} | ||
ENDCG | ||
} | ||
Fallback "CalmWater/Calm Water [Single Sided]" | ||
//CustomEditor "CalmWaterInspector" | ||
} |
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@@ -0,0 +1,63 @@ | ||
Shader "StubbedCalm Water/CalmWater - DoubleSided" { | ||
Properties { | ||
_Color ("Shallow Color", Color) = (1,1,1,1) | ||
_DepthColor ("Depth Color", Color) = (0,0,0,0) | ||
_Depth ("Depth", Float) = 0.5 | ||
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 | ||
_EdgeFade ("Edge Fade", Float) = 1 | ||
_SpecColor ("SpecularColor", Color) = (1,1,1,1) | ||
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 | ||
_BumpMap ("Micro Detail", 2D) = "bump" {} | ||
_BumpStrength ("Bump Strength", Range(0, 1)) = 1 | ||
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 | ||
_BumpMapLarge ("Large Detail", 2D) = "bump" {} | ||
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 | ||
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 | ||
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) | ||
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) | ||
_Distortion ("Distortion", Range(0, 100)) = 50 | ||
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 | ||
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 | ||
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) | ||
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} | ||
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} | ||
_Reflection ("Reflection", Range(0, 1)) = 1 | ||
_RimPower ("Fresnel Angle", Range(1, 20)) = 5 | ||
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 | ||
_FoamColor ("FoamColor", Color) = (1,1,1,1) | ||
_FoamTex ("Foam Texture", 2D) = "white" {} | ||
_FoamSize ("Fade Size", Float) = 0.5 | ||
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 | ||
_Amplitude ("Amplitude", Float) = 0.05 | ||
_Frequency ("Frequency", Float) = 1 | ||
_Speed ("Wave Speed", Float) = 1 | ||
_Steepness ("Wave Steepness", Float) = 1 | ||
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) | ||
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) | ||
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) | ||
_Smoothing ("Smoothing", Range(0, 1)) = 1 | ||
} | ||
//DummyShaderTextExporter | ||
SubShader{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
CGPROGRAM | ||
#pragma surface surf Standard | ||
#pragma target 3.0 | ||
|
||
fixed4 _Color; | ||
struct Input | ||
{ | ||
float2 uv_MainTex; | ||
}; | ||
|
||
void surf(Input IN, inout SurfaceOutputStandard o) | ||
{ | ||
o.Albedo = _Color.rgb; | ||
o.Alpha = _Color.a; | ||
} | ||
ENDCG | ||
} | ||
Fallback "CalmWater/Calm Water [Single Sided]" | ||
//CustomEditor "CalmWaterInspector" | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,62 @@ | ||
Shader "StubbedCalm Water/CalmWater - SingleSided" { | ||
Properties { | ||
_Color ("Shallow Color", Color) = (1,1,1,1) | ||
_DepthColor ("Depth Color", Color) = (0,0,0,0) | ||
_Depth ("Depth", Float) = 0.5 | ||
[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 | ||
_EdgeFade ("Edge Fade", Float) = 1 | ||
_SpecColor ("SpecularColor", Color) = (1,1,1,1) | ||
_Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 | ||
_BumpMap ("Micro Detail", 2D) = "bump" {} | ||
_BumpStrength ("Bump Strength", Range(0, 1)) = 1 | ||
[Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 | ||
_BumpMapLarge ("Large Detail", 2D) = "bump" {} | ||
_BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 | ||
[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 | ||
_Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) | ||
_SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) | ||
_Distortion ("Distortion", Range(0, 100)) = 50 | ||
[KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 | ||
[KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 | ||
_CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) | ||
[NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} | ||
[NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} | ||
_Reflection ("Reflection", Range(0, 1)) = 1 | ||
_RimPower ("Fresnel Angle", Range(1, 20)) = 5 | ||
[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 | ||
_FoamColor ("FoamColor", Color) = (1,1,1,1) | ||
_FoamTex ("Foam Texture", 2D) = "white" {} | ||
_FoamSize ("Fade Size", Float) = 0.5 | ||
[KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 | ||
_Amplitude ("Amplitude", Float) = 0.05 | ||
_Frequency ("Frequency", Float) = 1 | ||
_Speed ("Wave Speed", Float) = 1 | ||
_Steepness ("Wave Steepness", Float) = 1 | ||
_WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) | ||
_WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) | ||
_WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) | ||
_Smoothing ("Smoothing", Range(0, 1)) = 1 | ||
} | ||
//DummyShaderTextExporter | ||
SubShader{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
CGPROGRAM | ||
#pragma surface surf Standard | ||
#pragma target 3.0 | ||
|
||
fixed4 _Color; | ||
struct Input | ||
{ | ||
float2 uv_MainTex; | ||
}; | ||
|
||
void surf(Input IN, inout SurfaceOutputStandard o) | ||
{ | ||
o.Albedo = _Color.rgb; | ||
o.Alpha = _Color.a; | ||
} | ||
ENDCG | ||
} | ||
//CustomEditor "CalmWaterInspector" | ||
} |
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@@ -0,0 +1,31 @@ | ||
Shader "StubbedCalm Water/ProjectorCaustics" { | ||
Properties { | ||
_Color ("Main Color", Color) = (1,1,1,1) | ||
_CausticTex ("Cookie", 2D) = "" {} | ||
_Speed ("Caustic Speed", Float) = 1 | ||
_Tiling ("Tiling", Float) = 1 | ||
_FalloffTex ("FallOff", 2D) = "" {} | ||
_Size ("Size", Float) = 5 | ||
} | ||
//DummyShaderTextExporter | ||
SubShader{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
CGPROGRAM | ||
#pragma surface surf Standard | ||
#pragma target 3.0 | ||
|
||
fixed4 _Color; | ||
struct Input | ||
{ | ||
float2 uv_MainTex; | ||
}; | ||
|
||
void surf(Input IN, inout SurfaceOutputStandard o) | ||
{ | ||
o.Albedo = _Color.rgb; | ||
o.Alpha = _Color.a; | ||
} | ||
ENDCG | ||
} | ||
} |
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@@ -0,0 +1,27 @@ | ||
Shader "StubbedCalm Water/UnderWaterFog" { | ||
Properties { | ||
_MainTex ("Base (RGB)", 2D) = "black" {} | ||
} | ||
//DummyShaderTextExporter | ||
SubShader{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
CGPROGRAM | ||
#pragma surface surf Standard | ||
#pragma target 3.0 | ||
|
||
sampler2D _MainTex; | ||
struct Input | ||
{ | ||
float2 uv_MainTex; | ||
}; | ||
|
||
void surf(Input IN, inout SurfaceOutputStandard o) | ||
{ | ||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex); | ||
o.Albedo = c.rgb; | ||
o.Alpha = c.a; | ||
} | ||
ENDCG | ||
} | ||
} |
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@@ -0,0 +1,52 @@ | ||
Shader "StubbedDecalicious/DecaliciousUnlitDecal" { | ||
Properties { | ||
_MaskTex ("Mask", 2D) = "white" {} | ||
[PerRendererData] _MaskMultiplier ("Mask (Multiplier)", Float) = 1 | ||
_MaskNormals ("Mask Normals?", Float) = 1 | ||
[PerRendererData] _LimitTo ("Limit To", Float) = 0 | ||
_MainTex ("Albedo", 2D) = "white" {} | ||
[HDR] _Color ("Albedo (Multiplier)", Color) = (1,1,1,1) | ||
[Normal] _NormalTex ("Normal", 2D) = "bump" {} | ||
_NormalMultiplier ("Normal (Multiplier)", Float) = 1 | ||
_SpecularStrength ("Specular Strength", Range(0, 1)) = 0 | ||
_SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1 | ||
_Smoothness ("Smoothness (Multiplier)", Range(0, 1)) = 0.5 | ||
[MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 | ||
[MaterialEnum(Character,0,Environment,1,Misc,2)] _DecalLayer ("Decal Layer", Float) = 0 | ||
[Enum(UnityEngine.Rendering.BlendMode)] _DecalBlendMode ("Blend Mode", Float) = 0 | ||
[Enum(UnityEngine.Rendering.BlendMode)] _DecalSrcBlend ("SrcBlend", Float) = 1 | ||
[Enum(UnityEngine.Rendering.BlendMode)] _DecalDstBlend ("DstBlend", Float) = 10 | ||
[Enum(UnityEngine.Rendering.BlendMode)] _NormalBlendMode ("Normal Blend Mode", Float) = 0 | ||
_AngleLimit ("Angle Limit", Float) = 0.5 | ||
_CloudOn ("Use Cloud Remap", Float) = 0 | ||
_Cloud1Tex ("Cloud 1 (RGB) Trans (A)", 2D) = "grey" {} | ||
_Cloud2Tex ("Cloud 2 (RGB) Trans (A)", 2D) = "grey" {} | ||
_RemapTex ("Color Remap Ramp (RGB)", 2D) = "grey" {} | ||
_CutoffScroll ("Cutoff Scroll Speed", Vector) = (0,0,0,0) | ||
_AlphaBoost ("Alpha Boost", Range(0, 20)) = 1 | ||
} | ||
//DummyShaderTextExporter | ||
SubShader{ | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
CGPROGRAM | ||
#pragma surface surf Standard | ||
#pragma target 3.0 | ||
|
||
sampler2D _MainTex; | ||
fixed4 _Color; | ||
struct Input | ||
{ | ||
float2 uv_MainTex; | ||
}; | ||
|
||
void surf(Input IN, inout SurfaceOutputStandard o) | ||
{ | ||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; | ||
o.Albedo = c.rgb; | ||
o.Alpha = c.a; | ||
} | ||
ENDCG | ||
} | ||
//CustomEditor "ThreeEyedGames.DecalShaderGUI" | ||
} |
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