Files
zzwater/Assets/Test/UnderWater/testshader.shader
2025-03-05 22:04:25 +08:00

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Shader "zzwater/testshader"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
}
LOD 300
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
ZCLIP On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
sampler2D _MainTex;
float4 _MainTex_ST;
struct Attributes {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 phase: TEXTCOORD1;
};
Varyings vert (Attributes v)
{
Varyings o;
float4x4 mx = GetObjectToWorldMatrix();
o.positionHCS = TransformObjectToHClip(v.positionOS);
float factor = dot(float3(mx[0].w, mx[1].w, mx[2].w), 1);
o.phase = sin(_Time.y * factor);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (Varyings i) : SV_Target
{
half4 albedo = tex2D(_MainTex, i.uv);
clip(albedo.a - 0.5);
return float4(i.phase.xxx, 1);
}
ENDHLSL
}
}
}