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Drifting Waves Shader
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// idea from https://twitter.com/akivaw/status/1226681850564956160 | |
// blog post https://unitycoder.com/blog/2020/03/01/waves-shader/ | |
Shader "UnityLibrary/Mesh/DriftingWaves" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_FoamTex ("Foam", 2D) = "white" {} | |
_BumpMap("Normal Map", 2D) = "bump" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_MetallicGlossMap("Metallic Gloss Map", 2D) = "white" {} | |
_Radius("Radius", float) = 1 | |
_DriftSpeed("DriftSpeed", float) = 1 | |
_PeakSoftener("PeakSoftener", float) = 0.5 | |
_FresnelPower("FresnelPower", float) = 5 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
Cull Back | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _BumpMap; | |
sampler2D _FoamTex; | |
sampler2D _MetallicGlossMap; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
float3 viewDir; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
float _Radius; | |
float _DriftSpeed; | |
float _PeakSoftener; | |
float _FresnelPower; | |
UNITY_INSTANCING_BUFFER_START(Props) | |
UNITY_INSTANCING_BUFFER_END(Props) | |
void vert(inout appdata_full v, out Input o) | |
{ | |
UNITY_INITIALIZE_OUTPUT(Input, o); | |
float offsetX = v.vertex.z * _PeakSoftener; | |
v.vertex.z += cos(_Time.y + offsetX) * _Radius; | |
v.vertex.y += sin(_Time.y + offsetX) * _Radius; | |
v.vertex.z -= _Time.y + _DriftSpeed; | |
} | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); | |
fixed4 cSpec = tex2D(_MetallicGlossMap, IN.uv_MainTex); | |
// testing effects.. | |
float fresnel = pow( abs(1 - dot(IN.viewDir, float3(0, 0, 1) )), _FresnelPower ); | |
o.Metallic = cSpec.r *_Metallic; | |
o.Smoothness = _Glossiness +fresnel; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
// different effect for underwater | |
Cull Front | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _BumpMap; | |
sampler2D _FoamTex; | |
sampler2D _MetallicGlossMap; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
float _Radius; | |
float _DriftSpeed; | |
float _PeakSoftener; | |
UNITY_INSTANCING_BUFFER_START(Props) | |
UNITY_INSTANCING_BUFFER_END(Props) | |
void vert(inout appdata_full v, out Input o) | |
{ | |
UNITY_INITIALIZE_OUTPUT(Input, o); | |
float offsetX = v.vertex.z * _PeakSoftener; | |
v.vertex.z += cos(_Time.y + offsetX) * _Radius; | |
v.vertex.y += sin(_Time.y + offsetX) * _Radius; | |
v.vertex.z -= _Time.y + _DriftSpeed; | |
} | |
void surf(Input IN, inout SurfaceOutputStandard o) | |
{ | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color*0.25; | |
o.Albedo = c.rgb; | |
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); | |
fixed4 cSpec = tex2D(_MetallicGlossMap, IN.uv_MainTex); | |
o.Metallic = cSpec.r * _Metallic; | |
o.Smoothness = _Glossiness*2; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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