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