- Home /
Question by
darkhog · Jan 23, 2013 at 04:33 PM ·
shadertransparencywater
Partially transparent water (Simple/Basic)
Could someone modify basic water shader so I can set opacity of water? I suck at shaders so need really help there. Shader is from built in Water (Basic) package, but I'll paste it here just to be on safe site:
Shader "FX/Water (simple)" {
Properties {
_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
_BumpMap ("Waves Normalmap ", 2D) = "" { }
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
_MainTex ("Fallback texture", 2D) = "" { }
}
CGINCLUDE
// -----------------------------------------------------------
// This section is included in all program sections below
#include "UnityCG.cginc"
uniform float4 _horizonColor;
uniform float4 WaveSpeed;
uniform float _WaveScale;
uniform float4 _WaveOffset;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float2 bumpuv[2] : TEXCOORD0;
float3 viewDir : TEXCOORD2;
};
v2f vert(appdata v)
{
v2f o;
float4 s;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
// scroll bump waves
float4 temp;
temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
o.bumpuv[0] = temp.xy * float2(.4, .45);
o.bumpuv[1] = temp.wz;
// object space view direction
o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );
return o;
}
ENDCG
// -----------------------------------------------------------
// Fragment program
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _BumpMap;
sampler2D _ColorControl;
half4 frag( v2f i ) : COLOR
{
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
half fresnel = dot( i.viewDir, bump );
half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
half4 col;
col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
col.a = _horizonColor.a;
return col;
}
ENDCG
}
}
// -----------------------------------------------------------
// Old cards
// three texture, cubemaps
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0.5)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture * primary
}
SetTexture [_MainTex] {
Matrix [_WaveMatrix2]
combine texture * primary + previous
}
SetTexture [_ColorControlCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// dual texture, cubemaps
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0.5)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture
}
SetTexture [_ColorControlCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// single texture
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture, primary
}
}
}
}
Comment
Answer by linesey · Jan 26, 2013 at 03:41 PM
before someone starts to rip you apart about askign for code (some people are rly uptight about that) you are asking for coding done and you are better off asking for that on the forums however someone might be able to help you with it but just be warrned ppl will get kinda testy about you asking for code
But I've given code. The only code needed here is shader code and this is in the post. Also, it should be a comment.
Your answer
![](https://koobas.hobune.stream/wayback/20220613091454im_/https://answers.unity.com/themes/thub/images/avi.jpg)