Water Shader

Shader "Unlit/Simple Water"

{

Properties

{

_Color("Tint", Color) = (1, 1, 1, .5)

_FoamC("Foam", Color) = (1, 1, 1, .5)

_MainTex ("Main Texture", 2D) = "white" {}

_TextureDistort("Texture Wobble", range(0,1)) = 0.1

_NoiseTex("Extra Wave Noise", 2D) = "white" {}

_Speed("Wave Speed", Range(0,1)) = 0.5

_Amount("Wave Amount", Range(0,1)) = 0.6

_Scale("Scale", Range(0,1)) = 0.5

_Height("Wave Height", Range(0,1)) = 0.1

_Foam("Foamline Thickness", Range(0,10)) = 8

_RippleThickness("Ripple Thickness", Range(0,1)) = 0.99

}

SubShader

{

Tags { "RenderType"="Transparent" "Queue" = "Transparent" }

LOD 100

Blend OneMinusDstColor One

Cull Off

GrabPass{

Name "BASE"

Tags{ "LightMode" = "Always" }

}

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

// make fog work

#pragma multi_compile_fog

#include "UnityCG.cginc"

struct appdata

{

float4 vertex : POSITION;

float2 uv : TEXCOORD0;

};

struct v2f

{

float2 uv : TEXCOORD3;

UNITY_FOG_COORDS(1)

float4 vertex : SV_POSITION;

float4 scrPos : TEXCOORD2;//

float4 worldPos : TEXCOORD4;//

};

uniform float3 _Position;

uniform sampler2D _GlobalEffectRT;

uniform float _OrthographicCamSize;

float _TextureDistort;

float4 _Color;

sampler2D _CameraDepthTexture; //Depth Texture

sampler2D _MainTex, _NoiseTex;//

float4 _MainTex_ST;

float _Speed, _Amount, _Height, _Foam, _Scale;//

float4 _FoamC;

float _RippleThickness;

v2f vert (appdata v)

{

v2f o;

UNITY_INITIALIZE_OUTPUT(v2f, o);

float4 tex = tex2Dlod(_NoiseTex, float4(v.uv.xy, 0, 0));//extra noise tex

float4 worldPosition = mul(unity_ObjectToWorld,v.vertex);

worldPosition.y += sin(_Time.y*2 * _Speed + (worldPosition.x * worldPosition.z * _Amount * tex)) * _Height;//movement

v.vertex = mul(unity_WorldToObject,worldPosition);

o.vertex = UnityObjectToClipPos(v.vertex);

o.worldPos = mul(unity_ObjectToWorld, v.vertex);

o.uv = TRANSFORM_TEX(v.uv, _MainTex);

o.scrPos = ComputeScreenPos(o.vertex);

UNITY_TRANSFER_FOG(o,o.vertex);

return o;

}

fixed4 frag (v2f i) : SV_Target

{

float2 uv = i.worldPos.xz - _Position.xz;

uv = uv/(_OrthographicCamSize *2);

uv += 0.5;

float ripples = tex2D(_GlobalEffectRT, uv).b;

// sample the texture

fixed distortx = tex2D(_NoiseTex, (i.worldPos.xz * _Scale) + (_Time.x * 2)).r;// distortion alpha

distortx += (ripples *2);

half4 col = tex2D(_MainTex, (i.worldPos.xz * _Scale) - (distortx * _TextureDistort));// texture times tint;

half depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos ))); // depth

half4 foamLine =1 - saturate(_Foam* (depth - i.scrPos.w ) ) ;// foam line by comparing depth and screenposition

col *= _Color;

ripples = step(_RippleThickness, ripples);

col += ripples;

col += (step(0.4 * distortx,foamLine) * _FoamC); // add the foam line and tint to the texture

col = saturate(col) * col.a ;

return col;

}

ENDCG

}

}

}