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Question by rome58 · Aug 02, 2012 at 10:28 PM · alphawatervertexsimple

adding a vertex alpha to simple water for mobile

Hi, i'm not really much of a coder, i'm looking to add vertex alpha to the simple water shader that ships with unity. Anyone know of a way to do that? The texture and color alpha's already being used by the shader to generate the reflection, so it would seem the best option left is vertex alpha.

 `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
  }
  }
 }
 
 }
 `
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Answer by ScroodgeM · Aug 04, 2012 at 12:36 PM

Shader "FX/Water (simple) with vertA" { 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; fixed4 color : COLOR; };

struct v2f { float4 pos : SV_POSITION; float2 bumpuv[2] : TEXCOORD0; float3 viewDir : TEXCOORD2; fixed4 color : COLOR; };

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) );

o.color = v.color;

return o; }

ENDCG

// ----------------------------------------------------------- // Fragment program

Subshader { Tags { "RenderType"="Transparent" } Pass {

Blend SrcAlpha OneMinusSrcAlpha ZWrite Off

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 = i.color.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 } } }

}

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avatar image rome58 · Aug 06, 2012 at 03:45 AM 0
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Thanks for the quick response. I tried out the shader, but now the shader is making the water plane completely transparent, even with the vert alpha turned to 100% visibility. I don't know if i could be missing something. thanks for helping out.

avatar image ScroodgeM · Aug 06, 2012 at 05:26 PM 0
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make sure your Horizon color's alpha value is not zero too

by default alpha value was taken from Horizon color only, so i saved this possibility, multiplied it to vertex's color. of course, if Horizon color alpha is zero, result color is zero too.

avatar image erichavoc · Nov 19, 2012 at 03:15 AM 0
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nice. i have a problem with that. my character don't receive the blur effect of the water. can you fix that? i will very thx!

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