diff --git a/Packages/zzwater/shaders/libs/Common.hlsl b/Packages/zzwater/shaders/libs/Common.hlsl index e64ccd9..abadbf9 100644 --- a/Packages/zzwater/shaders/libs/Common.hlsl +++ b/Packages/zzwater/shaders/libs/Common.hlsl @@ -3,11 +3,12 @@ #define WATER_COMMON_INCLUDED //As per the "Shader" section of the documentation, this is primarily used for synchronizing animations in networked applications. -#define TIME_FRAG_INPUT input.uv.z -#define TIME_VERTEX_OUTPUT output.uv.z +//#define TIME_FRAG_INPUT input.uv.z +//#define TIME_VERTEX_OUTPUT output.uv.z -#define TIME ((TIME_FRAG_INPUT * _Speed) * -_Direction.xy) -#define TIME_VERTEX ((TIME_VERTEX_OUTPUT * _Speed) * -_Direction.xy) +//#define TIME ((TIME_FRAG_INPUT * _Speed) * -_Direction.xy) +//#define TIME_VERTEX ((TIME_VERTEX_OUTPUT * _Speed) * -_Direction.xy) +#define TIME_VERTEX ((_TimeParameters.x * _Speed) * -_Direction.xy) #define HORIZONTAL_DISPLACEMENT_SCALAR 0.01 #define UP_VECTOR float3(0,1,0) diff --git a/Packages/zzwater/shaders/libs/Vertex.hlsl b/Packages/zzwater/shaders/libs/Vertex.hlsl index f4985e6..7a5cebb 100644 --- a/Packages/zzwater/shaders/libs/Vertex.hlsl +++ b/Packages/zzwater/shaders/libs/Vertex.hlsl @@ -2,7 +2,6 @@ struct Attributes { float4 positionOS : POSITION; - float4 uv : TEXCOORD0; float4 normalOS : NORMAL; float4 tangentOS : TANGENT; @@ -11,8 +10,6 @@ struct Attributes struct Varyings { - float4 uv : TEXCOORD0; - half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light //wPos.x in w-component @@ -37,18 +34,12 @@ Varyings LitPassVertex(Attributes input) UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); - output.uv.xy = input.uv.xy; - output.uv.z = _TimeParameters.x; - output.uv.w = 0; - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS.xyz, input.tangentOS); - float2 uv = positionWS.xz; - //WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y); - WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y); + WaveInfo waves = GetWaveInfo(positionWS.xz, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y); //waves.normal = normalInput.normalWS; //waves.position = 0;