✨ Add water shader by Atlas and, flip some faces and experiment with animations
This commit is contained in:
parent
bf6da1e7c9
commit
c50e9258cf
1764 changed files with 303341 additions and 66722 deletions
70
Assets/Bakery/ftFarSphereRenderBase.cginc
Normal file
70
Assets/Bakery/ftFarSphereRenderBase.cginc
Normal file
|
@ -0,0 +1,70 @@
|
|||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normal : NORMAL0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normal : TEXCOORD1;
|
||||
float3 worldPos : TEXCOORD2;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
//float4 _Color;
|
||||
//float4x4 cullMatrices[64];
|
||||
//float cullMatricesCount;
|
||||
|
||||
float2 texelOffset;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
o.vertex = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.worldPos = o.vertex.xyz;
|
||||
|
||||
o.vertex = mul(UNITY_MATRIX_VP, float4(o.vertex.xyz,1));
|
||||
o.vertex.xy += texelOffset * o.vertex.w;
|
||||
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
o.normal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
struct MRT
|
||||
{
|
||||
float4 AlbedoAlpha : SV_Target0;
|
||||
float4 Normal : SV_Target1;
|
||||
};
|
||||
|
||||
MRT frag (v2f IN)
|
||||
{
|
||||
/*
|
||||
for(int i=0; i<cullMatricesCount; i++)
|
||||
{
|
||||
float3 w = mul(cullMatrices[i], float4(IN.worldPos,1)).xyz;
|
||||
w = abs(w * 2);
|
||||
bool outside = (max(max(w.x, w.y), w.z) > 1);
|
||||
if (!outside) discard;
|
||||
}
|
||||
*/
|
||||
|
||||
MRT mrt;
|
||||
mrt.AlbedoAlpha = tex2D(_MainTex, IN.uv);// * _Color;
|
||||
#ifdef OPAQUE
|
||||
mrt.AlbedoAlpha.a = 1;
|
||||
#else
|
||||
mrt.AlbedoAlpha.a = max(mrt.AlbedoAlpha.a, 1.0f / 255.0f); // 0 is reserved for projClip
|
||||
#endif
|
||||
mrt.Normal = float4(IN.normal * 0.5 + 0.5, 1);
|
||||
|
||||
return mrt;
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue