{"id":2727,"date":"2014-02-20T01:01:42","date_gmt":"2014-02-19T22:01:42","guid":{"rendered":"http:\/\/unitycoder.com\/blog\/?p=2727"},"modified":"2014-05-31T17:20:58","modified_gmt":"2014-05-31T14:20:58","slug":"beach-sand-water-shader","status":"publish","type":"post","link":"https:\/\/unitycoder.com\/blog\/2014\/02\/20\/beach-sand-water-shader\/","title":{"rendered":"Beach Sand Water (shader)"},"content":{"rendered":"<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"2728\" data-permalink=\"https:\/\/unitycoder.com\/blog\/2014\/02\/20\/beach-sand-water-shader\/sea_beach_sand_water_shader_unity\/\" data-orig-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/02\/sea_beach_sand_water_shader_unity.jpg?fit=680%2C493&amp;ssl=1\" data-orig-size=\"680,493\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"sea_beach_sand_water_shader_unity\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/02\/sea_beach_sand_water_shader_unity.jpg?fit=680%2C493&amp;ssl=1\" class=\"alignnone size-full wp-image-2728\" src=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/02\/sea_beach_sand_water_shader_unity.jpg?resize=680%2C493\" alt=\"sea_beach_sand_water_shader_unity\" width=\"680\" height=\"493\" srcset=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/02\/sea_beach_sand_water_shader_unity.jpg?w=680&amp;ssl=1 680w, https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/02\/sea_beach_sand_water_shader_unity.jpg?resize=300%2C217&amp;ssl=1 300w\" sizes=\"auto, (max-width: 680px) 100vw, 680px\" \/><\/p>\n<p>Quick test for beach shader..<\/p>\n<p>Inspiration from this topic: <a title=\"http:\/\/forum.unity3d.com\/threads\/229473-Wet-beach-texture\" href=\"http:\/\/forum.unity3d.com\/threads\/229473-Wet-beach-texture\" target=\"_blank\">http:\/\/forum.unity3d.com\/threads\/229473-Wet-beach-texture<\/a><\/p>\n<p><strong>Info:<\/strong><br \/>\n&#8211; Nothing much happening there, beach has moving mask to change color<br \/>\n&#8211; Water plane has moving vertices and quite basic normal mapped transparent shader<br \/>\n&#8211; Transparency glitches here &amp; there.. (goes out of sync from moving?)<br \/>\n&#8211; Made sand normal map with this : ) <a title=\"http:\/\/unitycoder.com\/blog\/2013\/07\/16\/normal-specular-map-generator-from-texture\/\" href=\"http:\/\/unitycoder.com\/blog\/2013\/07\/16\/normal-specular-map-generator-from-texture\/\" target=\"_blank\">normalmapmaker<\/a><\/p>\n<p><strong>Webplayer:<\/strong><br \/>\n<a title=\"http:\/\/unitycoder.com\/upload\/demos\/BeachSandWaterShader1\/\" href=\"http:\/\/unitycoder.com\/upload\/demos\/BeachSandWaterShader1\/\" target=\"_blank\">http:\/\/unitycoder.com\/upload\/demos\/BeachSandWaterShader1\/<\/a> (~3.7mb)<\/p>\n<p><strong>Sand texture:<\/strong><br \/>\n<a title=\"http:\/\/hhh316.deviantart.com\/art\/Seamless-desert-sand-texture-183159331\" href=\"http:\/\/hhh316.deviantart.com\/art\/Seamless-desert-sand-texture-183159331\" target=\"_blank\">http:\/\/hhh316.deviantart.com\/art\/Seamless-desert-sand-texture-183159331<\/a><\/p>\n<p>&#8212;<\/p>\n<p>Water shader (quite broken)<\/p>\n<pre class=\"brush: jscript; title: ; notranslate\" title=\"\">\r\nShader &quot;UnityCoder\/SeaBeachTest1&quot; {\r\nProperties {\r\n\t_Color (&quot;Main Color&quot;, Color) = (1,1,1,1)\r\n\t_SpecColor (&quot;Specular Color&quot;, Color) = (0.5, 0.5, 0.5, 0)\r\n\t_Shininess (&quot;Shininess&quot;, Range (0.01, 1)) = 0.078125\r\n\t_MainTex (&quot;Base (RGB) TransGloss (A)&quot;, 2D) = &quot;white&quot; {}\r\n\/\/\t_Perturb (&quot;Perturb&quot;, 2D) = &quot;black&quot; {}\r\n\t_Mask (&quot;Mask&quot;, 2D) = &quot;black&quot; {}\r\n\t_BumpMap (&quot;Normal map&quot;, 2D) = &quot;bump&quot; {}\r\n\t_BumpMap2 (&quot;Normal map2&quot;, 2D) = &quot;bump&quot; {}\r\n\t\r\n}\r\n\r\nSubShader {\r\n\tTags {&quot;Queue&quot;=&quot;Transparent&quot; &quot;IgnoreProjector&quot;=&quot;True&quot; &quot;RenderType&quot;=&quot;Transparent&quot;}\r\n\tLOD 300\r\n\r\nCGPROGRAM\r\n#pragma surface surf BlinnPhong alpha vertex:vert\r\n\r\n\r\nsampler2D _MainTex;\r\nsampler2D _Mask;\r\n\/\/sampler2D _Perturb;\r\nsampler2D _BumpMap;\r\nsampler2D _BumpMap2;\r\nfixed4 _Color;\r\nhalf _Shininess;\r\n\r\nstruct Input {\r\n\tfloat2 uv_MainTex;\r\n\tfloat2 uv_Mask;\r\n\t\/\/float3 worldPos;\r\n};\r\n\r\n void vert (inout appdata_full v) \r\n {\r\n \tv.vertex.z += (_SinTime.y*0.5f-0.5f)*10;\r\n }\r\n\r\nvoid surf (Input IN, inout SurfaceOutput o) {\r\n\tfixed4 tex = tex2D(_MainTex, IN.uv_MainTex);\r\n\t\r\n\tfloat2 pan = float2(0,(_SinTime.y*0.5f-0.5f));\r\n\t\r\n\tfixed4 norm1 = tex2D(_BumpMap, IN.uv_MainTex+pan*0.2f);\r\n\tfixed4 norm2 = tex2D(_BumpMap2, IN.uv_MainTex+pan*0.22f);\r\n\t\r\n\t\r\n\t\r\n\tfixed water = tex2D(_Mask, IN.uv_Mask).a;\r\n\t\r\n\to.Albedo = tex.rgb * _Color.rgb;\r\n\to.Gloss = tex.a;\r\n\to.Alpha = ((1-_SinTime.y)*(tex.a*2 * _Color.a))-(1-water);\r\n\to.Specular = tex.r*_Shininess;\r\n\to.Normal = UnpackNormal(lerp(norm1,norm2,tex.r));\r\n}\r\nENDCG\r\n}\r\n\r\nFallback &quot;Transparent\/VertexLit&quot;\r\n}\r\n\r\n<\/pre>\n<p>Beach shader (quite broken)<\/p>\n<pre class=\"brush: jscript; title: ; notranslate\" title=\"\">\r\n\r\nShader &quot;UnityCoder\/BeachSandTest1&quot; {\r\nProperties {\r\n\u00a0\u00a0 \u00a0_Color (&quot;Main Color&quot;, Color) = (1,1,1,1)\r\n\u00a0\u00a0 \u00a0_SpecColor (&quot;Specular Color&quot;, Color) = (0.5, 0.5, 0.5, 1)\r\n\u00a0\u00a0 \u00a0_Shininess (&quot;Shininess&quot;, Range (0.03, 1)) = 0.078125\r\n\u00a0\u00a0 \u00a0_CutOff (&quot;CutOff&quot;, Range (0.0, 1)) = 0.5\r\n\u00a0\u00a0 \u00a0_MainTex (&quot;Base (RGB)&quot;, 2D) = &quot;white&quot; {}\r\n\u00a0\u00a0 \u00a0_BumpMap (&quot;Normal map&quot;, 2D) = &quot;bump&quot; {}\r\n\u00a0\u00a0 \u00a0_SpecMap (&quot;Specular map&quot;, 2D) = &quot;black&quot; {}\r\n\u00a0\u00a0 \u00a0_Mask (&quot;Mask&quot;, 2D) = &quot;black&quot; {}\r\n}\r\nSubShader { \r\n\u00a0\u00a0 \u00a0Tags { &quot;RenderType&quot;=&quot;Opaque&quot; }\r\n\u00a0\u00a0 \u00a0LOD 400\r\n\u00a0\u00a0 \u00a0\r\nCGPROGRAM\r\n#pragma surface surf BlinnPhong\r\n#pragma exclude_renderers flash\r\n#pragma target 3.0\r\n\r\nsampler2D _MainTex;\r\nsampler2D _BumpMap;\r\nsampler2D _SpecMap;\r\nsampler2D _Mask;\r\nfixed4 _Color;\r\nfixed _CutOff;\r\nhalf _Shininess;\r\n\r\nstruct Input {\r\n\u00a0\u00a0 \u00a0float2 uv_MainTex;\r\n\u00a0\u00a0 \u00a0float2 uv_Mask;\r\n};\r\n\r\nvoid surf (Input IN, inout SurfaceOutput o) {\r\n\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0float2 pan = float2(0,_SinTime.y*0.5f-0.5f);\r\n\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);\r\n\u00a0\u00a0 \u00a0\r\n\/\/\u00a0\u00a0 \u00a0fixed wet = clamp(tex2D(_Mask, IN.uv_Mask+pan).r,0,0.5f); \/\/,0,_CutOff)*2;\r\n\u00a0\u00a0 \u00a0fixed wet = tex2D(_Mask, IN.uv_Mask+pan).r;\r\n\u00a0\u00a0 \u00a0\/\/fixed wet = tex2D(_Mask, IN.uv_Mask).r;\r\n\/\/\u00a0\u00a0 \u00a0fixed4 specTex = tex2D(_SpecMap, IN.uv_MainTex+pan);\r\n\u00a0\u00a0 \u00a0fixed4 specTex = tex2D(_SpecMap, IN.uv_MainTex);\r\n\u00a0\u00a0 \u00a0fixed4 specTex2 = tex2D(_SpecMap, IN.uv_MainTex+pan*0.2f);\r\n\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0float4 norm1 = tex2D(_BumpMap, IN.uv_MainTex);\r\n\u00a0\u00a0 \u00a0float4 norm2 = tex2D(_BumpMap, IN.uv_MainTex+pan*2);\r\n\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0fixed4 tex2 = tex2D(_MainTex, IN.uv_MainTex+pan);\r\n\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\/\/fixed3 c = tex.rgb;\r\n\u00a0\u00a0 \u00a0fixed3 cc = lerp(tex.rgb,tex2.rgb*0.2f,wet*_CutOff);\r\n\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0float g = clamp(lerp(specTex2.r,0,cc.r),0,1);\r\n\u00a0\u00a0 \u00a0float g2 = clamp(lerp(specTex.r,specTex2.r,wet),0,1);\r\n\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0o.Albedo = cc;\r\n\u00a0\u00a0 \u00a0o.Gloss = g;\r\n\u00a0\u00a0 \u00a0\/\/o.Emission = g*10;\r\n\u00a0\u00a0 \u00a0o.Alpha = 1; \/\/tex.a * _Color.a;\r\n\u00a0\u00a0 \u00a0o.Specular = g2;\/\/*_Shininess;\/\/ * specTex.g * wet;\r\n\u00a0\u00a0 \u00a0o.Normal = UnpackNormal(lerp(norm1,norm2,g));\r\n}\r\nENDCG\r\n}\r\n\r\nFallBack &quot;Specular&quot;\r\n}\r\n\r\n\r\n\r\n<\/pre>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Quick test for beach shader.. Inspiration from this topic: http:\/\/forum.unity3d.com\/threads\/229473-Wet-beach-texture Info: &#8211; Nothing much happening there, beach has moving mask to change color &#8211; Water plane has moving vertices and quite basic normal mapped transparent shader &#8211; Transparency glitches here &amp; there.. (goes out of [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2728,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[13,3],"tags":[270,176,7,595,47,596,14,60,517],"class_list":["post-2727","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-shaders","category-unity3d","tag-animated","tag-beach","tag-fake","tag-sand","tag-sea","tag-seashore","tag-shader","tag-water","tag-wet"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/02\/sea_beach_sand_water_shader_unity.jpg?fit=680%2C493&ssl=1","jetpack_shortlink":"https:\/\/wp.me\/p1KTaT-HZ","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2727","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/comments?post=2727"}],"version-history":[{"count":5,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2727\/revisions"}],"predecessor-version":[{"id":2961,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2727\/revisions\/2961"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media\/2728"}],"wp:attachment":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media?parent=2727"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/categories?post=2727"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/tags?post=2727"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}