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WaterTexture.shader
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Shader "Unlit/WaterTexture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ScrollX ("X Scroll Speed", Range(-10, 10)) = 0
_WaveSpeed("WaveSpeed", Range(0, 100)) = 10
_FrequencyX("X Axis Frequency", Range(0, 100)) = 34
_AmplitudeX("X Axis Amplitude", Range(0, 100)) = 0.005
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _ScrollX;
fixed _FrequencyX;
fixed _AmplitudeX;
fixed _WaveSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed time = _Time * _WaveSpeed;
fixed2 uvs = i.uv;
fixed offset = (_ScrollX * _Time);
uvs.x += offset;
uvs.x = fmod(uvs.x, 1);
uvs.x += sin(uvs.y * _FrequencyX + time) * _AmplitudeX;
fixed2 uvs2 = i.uv;
uvs2.x -= offset;
uvs2.x = fmod(uvs2.x, 1);
if (uvs2.x < 0)
uvs2.x += 1;
uvs2.y = 1 - i.uv.y;
uvs2.x += sin(uvs2.y * _FrequencyX + time) * _AmplitudeX;
fixed4 col = tex2D(_MainTex, uvs);
fixed4 col2 = tex2D(_MainTex, uvs2);
col = (col + col2) / 2;
return col;
}
ENDCG
}
}
}