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@brandio
Created June 14, 2016 01:48
Shader "Water/WaterReflection"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_DisplaceTex("Displacement Texture", 2D) = "white" {}
_Magnitude("Magnitude", Range(0,1)) = 1
_SpeedX("Speed X", Range(0,1)) = 1
_SpeedY("Speed Y", Range(0,1)) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
Stencil
{
Ref 5
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
OUT.worldPos = mul(_Object2World, IN.vertex);
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
sampler2D _DisplaceTex;
float _Magnitude;
float _SpeedY;
float _SpeedX;
float _MainTex_TexelSize;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
float2 disp = tex2D(_DisplaceTex, (IN.worldPos.xy * .1) + frac(_Time.x * float2(_SpeedX, _SpeedY))).xy;
disp = ((disp * 2) - 1) * _Magnitude;
fixed4 c = SampleSpriteTexture (IN.texcoord + disp) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
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