generated from raccoon/vrchat-project-template
Added water
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137
Assets/occlusion-portals/shaders/StandardAnimDisp.shader
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137
Assets/occlusion-portals/shaders/StandardAnimDisp.shader
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Shader "Custom/Standard Animated Displacement"
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{
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Properties
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{
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[NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {}
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_Color("Tint Color", Color) = (1, 1, 1, 1)
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[NoScaleOffset]_MetallicArray("Metallic", 2DArray) = "" {}
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_Glossiness("Smoothness", Range(0, 1)) = 0.5
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[NoScaleOffset]_NormalArray("Normal Map", 2DArray) = "" {}
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_Bumpyness("Bumpyness", Float) = 1.0
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_FlipbookFPS("Flipbook FPS", Integer) = 30
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_FlipbookFrames("Flipbook Frames", Integer) = 30
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_WaveAmplitude("Wave Amplitude", Float) = 0.5
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_WaveFrequency("Wave Frequency", Float) = 1.0
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_WaveSpeed("Wave Speed", Float) = 1.0
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_RefractAmount("Refract Amount", Range(0, 1)) = 0.5
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
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LOD 300
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Back
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GrabPass { "_GrabTexture" }
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows alpha:fade addshadow vertex:vert
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#pragma target 3.5
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#pragma shader_feature_local _NORMALMAP
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UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
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fixed4 _Color;
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UNITY_DECLARE_TEX2DARRAY(_MetallicArray);
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half _Glossiness;
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UNITY_DECLARE_TEX2DARRAY(_NormalArray);
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half _Bumpyness;
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int _FlipbookFPS, _FlipbookFrames;
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float _WaveAmplitude,_WaveFrequency,_WaveSpeed;
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float _RefractAmount;
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sampler2D _GrabTexture;
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struct Input
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{
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float2 uv_DiffuseArray;
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float4 screenPos;
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INTERNAL_DATA // For proper normal handling
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};
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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// Sine wave displacement function
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float Wave(float3 pos)
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{
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return sin(pos.x * _WaveFrequency + _Time.y * _WaveSpeed) +
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cos(pos.z * _WaveFrequency + _Time.y * _WaveSpeed);
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}
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#define EPSILON 0.01
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void vert(inout appdata_full v)
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{
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// Get world position
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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// Displacement in world Y direction
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float wave = Wave(worldPos);
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float displacement = wave * _WaveAmplitude;
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worldPos.y += displacement;
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// Approximate normal in world space
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float3 dx = float3(EPSILON, 0, 0);
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float3 dz = float3(0, 0, EPSILON);
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float wave_dx = Wave(worldPos + dx) * _WaveAmplitude;
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float wave_dz = Wave(worldPos + dz) * _WaveAmplitude;
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float3 tangentX = float3(1, (wave_dx - displacement) / EPSILON, 0);
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float3 tangentZ = float3(0, (wave_dz - displacement) / EPSILON, 1);
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float3 normalWS = normalize(cross(tangentZ, tangentX));
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// Transform back to object space
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v.vertex = mul(unity_WorldToObject, float4(worldPos, 1.0));
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v.normal = mul((float3x3)unity_WorldToObject, normalWS);
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}
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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// Common UV for all texture arrays
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float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value
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float3 uvw = float3(IN.uv_DiffuseArray, frame);
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// Albedo with alpha
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float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
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//o.Alpha = diff.a;
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o.Alpha = 1.0;
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// Sample Metallic and smoothness (R = Metallic, A = Smoothness) plus slider variable
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float4 metalGloss = UNITY_SAMPLE_TEX2DARRAY(_MetallicArray, uvw);
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o.Metallic = metalGloss.r;
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o.Smoothness = metalGloss.a * _Glossiness;
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// Normal map and it's scale
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float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw);
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float3 normalMap = UnpackNormal(normalTex);
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normalMap.xy *= _Bumpyness;
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float3 finalNormal = normalize(normalMap);
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o.Normal = finalNormal;
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// Grab screen texture (refraction)
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float2 grabUV = IN.screenPos.xy / IN.screenPos.w;
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grabUV += finalNormal.xy * _RefractAmount;
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fixed4 grab = tex2D(_GrabTexture, grabUV);
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o.Albedo = grab.rgb;
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}
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ENDCG
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}
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FallBack "Standard"
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}
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