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2026-05-26 16:15:54 +08:00

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Shader "zzwater/ocean"
{
Properties
{
_Direction("Animation direction", Vector) = (0,-1,0,0)
_Speed("Animation Speed", Float) = 1
_AmbientStrength("Ambient strength", Range(0, 1)) = 0.5
//Color + Transparency
[Toggle(_LIGHT_COLOR)] _LightColorOn("Main Light Color On", float) = 0
[HDR]_BaseColor("Deep", Color) = (0, 0.44, 0.62, 1)
[HDR]_ShallowColor("Shallow", Color) = (0.1, 0.9, 0.89, 0.02)
[HDR]_HorizonColor("Horizon", Color) = (0.84, 1, 1, 0.15)
_HorizonDistance("Horizon Distance", Range(0.01 , 32)) = 8
_DepthVertical("View Depth", Range(0.01 , 16)) = 4
_DepthHorizontal("Vertical Height Depth", Range(0.01 , 8)) = 1
_EdgeFade("Edge Fade", Float) = 0.1
_TranslucencyStrengthDirect("Translucency Strength (Direct)", Range(0 , 0.5)) = 0.05
//Reflection + Refraction
[Toggle(_REFRACTION)] _RefractionOn("Refraction On", float) = 0
_ReflectionStrength("Reflection Strength", Range(0, 1)) = 1
_ReflectionBlur("Probe Blur Factor", Range(0, 1)) = 0
_ReflectionFresnel("Reflection Curvature mask", Range(0.01, 20)) = 5
_RefractionStrength("Refraction Strength", Range(0, 1)) = 0.1
//Intersection
[Toggle(_INTERSECTION)] _IntersectionOn("Intersection On", float) = 0
[NoScaleOffset][SingleLineTexture]_IntersectionNoise("Intersection noise", 2D) = "white" {}
_IntersectionTiling("Noise Tiling", float) = 0.2
_IntersectionColor("Foam Color", Color) = (1,1,1,1)
_IntersectionSpeed("Intersection Speed Multi", Float) = 1
_IntersectionClipping("Intersection Cutoff", Vector) = (0.5, 1, 0, 0)
_IntersectionFalloff("Intersection Falloff", Range(0.01 , 1)) = 0.5
_IntersectionLength("Intersection Distance", Range(0.01 , 5)) = 2
// Wave foam
[Toggle(_WAVE_FOAM)] _WaveFoamOn("Wave Foam On", float) = 0
_WaveMesureMin("Wave Mesure Min", float) = 0
_WaveMesureMax("Wave Mesure Max", float) = 0.3
_WaveFoamClipping("Wave Cutoff", Vector) = (0.9, 1, 0, 0)
// Caustics
[Toggle(_CAUSTICS)] _CausticsOn("Caustics On", float) = 0
_CausticsBrightness("Brightness", Float) = 2
_CausticsTiling("Tiling", Float) = 0.5
_CausticsSpeed("Speed multiplier", Float) = 0.1
_CausticsClipping("Caustics Cutoff (Y)dis (X)dep", Vector) = (6,0.3, 0, 0)
//waves
_WaveSpeed("Wave Speed", Float) = 2
_WaveHeight("Wave Height", Range(0 , 10)) = 0.25
_WaveNormalStr("Normal Strength", Range(0 , 32)) = 0.5
_WaveDistance("Distance", Range(0 , 1)) = 0.8
_WaveFadeDistance("Wave fade distance (Start/End)", Vector) = (150, 300, 0, 0)
_WaveSteepness("Steepness", Range(0 , 5)) = 0.1
_WaveCount("Count", Range(1 , 5)) = 1
_WaveDirection("Direction", vector) = (1,1,1,1)
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
"Queue" = "Transparent+0"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite On
Cull Back
ZTest LEqual
ZClip On
HLSLPROGRAM
#pragma target 3.0
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/zzwater/shaders/libs/URP.hlsl"
#include "Packages/zzwater/shaders/libs/Common.hlsl"
#include "Packages/zzwater/shaders/libs/Input.hlsl"
#include "Packages/zzwater/shaders/libs/Waves.hlsl"
#pragma shader_feature_local_fragment _LIGHT_COLOR
#pragma shader_feature_local_fragment _REFRACTION
#pragma shader_feature_local_fragment _INTERSECTION
#pragma shader_feature_local_fragment _WAVE_FOAM
#pragma shader_feature_local_fragment _CAUSTICS
//Fog rendering (integration)
#define UnityFog
#pragma multi_compile_fog
#pragma vertex LitPassVertex
#include "Packages/zzwater/shaders/libs/Vertex.hlsl"
#pragma fragment ForwardPassFragment
#include "Packages/zzwater/shaders/libs/ForwardPass.hlsl"
ENDHLSL
}
}
FallBack "Diffuse"
}