{"id":658,"date":"2012-02-19T02:53:06","date_gmt":"2012-02-18T23:53:06","guid":{"rendered":"http:\/\/unitycoder.com\/blog\/?p=658"},"modified":"2014-06-07T16:00:04","modified_gmt":"2014-06-07T13:00:04","slug":"seashoreshader-test","status":"publish","type":"post","link":"https:\/\/unitycoder.com\/blog\/2012\/02\/19\/seashoreshader-test\/","title":{"rendered":"SeaShoreShader (test)"},"content":{"rendered":"<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"659\" data-permalink=\"https:\/\/unitycoder.com\/blog\/2012\/02\/19\/seashoreshader-test\/seashoreshader1\/\" data-orig-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader1.jpg?fit=680%2C434&amp;ssl=1\" data-orig-size=\"680,434\" 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=\"seashoreshader1\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader1.jpg?fit=680%2C434&amp;ssl=1\" class=\"alignnone size-full wp-image-659\" title=\"seashoreshader1\" src=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader1.jpg?resize=680%2C434\" alt=\"\" width=\"680\" height=\"434\" srcset=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader1.jpg?w=680&amp;ssl=1 680w, https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader1.jpg?resize=300%2C191&amp;ssl=1 300w\" sizes=\"auto, (max-width: 680px) 100vw, 680px\" \/><\/p>\n<p>Testing something similar to this ( <a title=\"http:\/\/unitycoder.com\/blog\/2012\/02\/12\/fake-water-shader-refraction\/\" href=\"http:\/\/unitycoder.com\/blog\/2012\/02\/12\/fake-water-shader-refraction\/\" target=\"_blank\">http:\/\/unitycoder.com\/blog\/2012\/02\/12\/fake-water-shader-refraction\/<\/a> )<br \/>\nbut for sea &amp; beach. (its all-in-one-shader &amp; all-in-one-mesh for unity indie..)<\/p>\n<p><strong>Current features v1.0:<\/strong> (main image^)<\/p>\n<p>&#8211; Looks horrible<br \/>\n&#8211; Beach texture<br \/>\n&#8211; Sea surface texture (uv-animated, with some distortions)<br \/>\n&#8211; Surface Hue property<\/p>\n<p><strong>Ideas:<\/strong><\/p>\n<p>&#8211; Substances? *<strong>edit<\/strong>: well well, <a title=\"http:\/\/u3d.as\/content\/allegorithmic\/beach-shore-with-moving-waves\/24V\" href=\"http:\/\/u3d.as\/content\/allegorithmic\/beach-shore-with-moving-waves\/24V\" target=\"_blank\">http:\/\/u3d.as\/content\/allegorithmic\/beach-shore-with-moving-waves\/24V<\/a><br \/>\n&#8211; CameraDepthmap?<br \/>\n&#8211; Foam \/ waves that come to the sand?<br \/>\n&#8211; Sand looks tiled.. (maybe try uv mixing, like <a title=\"http:\/\/unitycoder.com\/blog\/2012\/02\/03\/multi-uv-mixing-shader\/\" href=\"http:\/\/unitycoder.com\/blog\/2012\/02\/03\/multi-uv-mixing-shader\/\" target=\"_blank\">here: http:\/\/unitycoder.com\/blog\/2012\/02\/03\/multi-uv-mixing-shader\/<\/a> )<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/p>\n<h3>v2<\/h3>\n<p>&#8211; Starting to get some depth to the distance, colors are bit off.. (using worldpos.. _CameraDepthTexture didnt work)<br \/>\n&#8211; Trying to use &#8220;linear&#8221; workspace, instead of &#8220;gamma&#8221; (its in the file \/ build settings \/ player settings..)<br \/>\n&#8211; Next should try fake caustics, cubemap?, some foam map? animated waves? (now it just has &#8220;ripples&#8221;)<br \/>\n&#8211; Distort the bottom also? (similar to surface..hmm)<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"669\" data-permalink=\"https:\/\/unitycoder.com\/blog\/2012\/02\/19\/seashoreshader-test\/seashoreshader2\/\" data-orig-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader2.jpg?fit=680%2C510&amp;ssl=1\" data-orig-size=\"680,510\" 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=\"seashoreshader2\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader2.jpg?fit=680%2C510&amp;ssl=1\" class=\"alignnone size-full wp-image-669\" title=\"seashoreshader2\" src=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader2.jpg?resize=680%2C510\" alt=\"\" width=\"680\" height=\"510\" srcset=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader2.jpg?w=680&amp;ssl=1 680w, https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader2.jpg?resize=300%2C225&amp;ssl=1 300w\" sizes=\"auto, (max-width: 680px) 100vw, 680px\" \/><\/p>\n<p>&#8212;<\/p>\n<h3>v3<\/h3>\n<p>&#8211; Some mesh problems underwater..so cannot use transparent surface..<br \/>\n&#8211; This is not really working.. giving up until get some more ideas \/ time : )<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"675\" data-permalink=\"https:\/\/unitycoder.com\/blog\/2012\/02\/19\/seashoreshader-test\/seashoreshader3\/\" data-orig-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader3.jpg?fit=680%2C468&amp;ssl=1\" data-orig-size=\"680,468\" 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=\"seashoreshader3\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader3.jpg?fit=680%2C468&amp;ssl=1\" class=\"alignnone size-full wp-image-675\" title=\"seashoreshader3\" src=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader3.jpg?resize=680%2C468\" alt=\"\" width=\"680\" height=\"468\" srcset=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader3.jpg?w=680&amp;ssl=1 680w, https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader3.jpg?resize=300%2C206&amp;ssl=1 300w\" sizes=\"auto, (max-width: 680px) 100vw, 680px\" \/><\/p>\n<p>&#8212;<\/p>\n<p><strong>Shader source:<\/strong><\/p>\n<pre class=\"brush: jscript; title: ; notranslate\" title=\"\">\r\n\r\n\/\/ mSeaShoreShader test v1.0 - http:\/\/unitycoder.com\/blog\r\n\r\n\r\nShader &quot;mShaders\/mSeaShore3&quot; {\r\n\u00a0\u00a0 \u00a0Properties {\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0_WaveSpeed (&quot;WaterSpeed&quot;, Float) = 0.2\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0_FakeDepth (&quot;FakeDepth&quot;, Float) = 0.05\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\r\n\u00a0\u00a0\u00a0\u00a0\u00a0 _SurfaceTex (&quot;SeaSurfaceTexture&quot;, 2D) = &quot;white&quot; {}\r\n\u00a0\u00a0\u00a0\u00a0\u00a0 _BeachTex (&quot;BeachTexture&quot;, 2D) = &quot;white&quot; {}\r\n\u00a0\u00a0\u00a0\u00a0\u00a0 _BottomTex (&quot;BottomTexture&quot;, 2D) = &quot;white&quot; {}\r\n\u00a0\u00a0\u00a0\u00a0\u00a0 _Surface_hue (&quot;SurfaceHue&quot;, Color) = (1,1,1,1)\r\n\r\n\/\/\u00a0\u00a0 \u00a0\u00a0 _Cube (&quot;Cubemap&quot;, CUBE) = &quot;&quot; {}\r\n\r\n\u00a0\u00a0 \u00a0}\r\n\u00a0\u00a0 \u00a0SubShader {\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0Tags { &quot;Queue&quot;=&quot;Geometry&quot;\u00a0 &quot;IgnoreProjector&quot;=&quot;True&quot; &quot;RenderType&quot; = &quot;Opaque&quot; }\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0CGPROGRAM\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0#pragma target 3.0 \r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0#pragma surface surf Lambert alpha vertex:vert\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0#include &quot;UnityCG.cginc&quot;\r\n\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0struct Input \r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0{\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float3 depth;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float4 pos;\r\n\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float2 uv_SurfaceTex;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float2 uv_BottomTex;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float2 uv_BeachTex;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float3 worldPos;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float3 worldRefl;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float3 worldNormal;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float4 screenPos;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0INTERNAL_DATA\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0};\r\n\r\n\r\nvoid vert (inout appdata_full v, out Input o) {\r\n\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/v.vertex.y += v.normal*2;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0v2f o;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.pos = mul (UNITY_MATRIX_MVP, v.vertex);\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/UNITY_TRANSFER_DEPTH(o.depth);\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0return o;\r\n}\r\n\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0void vert (inout appdata_full v, out Input o) {\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0}\r\n\u00a0\u00a0 \u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0sampler2D _SurfaceTex;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0sampler2D _BeachTex;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0sampler2D _BottomTex;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0sampler2D _CameraDepthTexture;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/samplerCUBE _Cube;\r\n\r\n\u00a0\u00a0 \u00a0\u00a0 uniform float _WaveSpeed;\r\n\u00a0\u00a0 \u00a0\u00a0 uniform float _FakeDepth;\r\n\u00a0\u00a0 \u00a0\u00a0 uniform float4 _Surface_hue;\r\n\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0void surf (Input IN, inout SurfaceOutput o) \r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0{\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float waveslide = _WaveSpeed*_Time.x;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/float3 camDepth = tex2D (_CameraDepthTexture, IN.uv_SurfaceTex).rgb;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0camDepth = Linear01Depth(camDepth);\r\n\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half2 uv = IN.screenPos.xy \/ IN.screenPos.w;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float depth = 1-tex2D(_CameraDepthTexture, screenuv).r;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float depth = UNITY_SAMPLE_DEPTH(tex2D (_CameraDepthTexture, uv));\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0depth = LinearEyeDepth (depth);\r\n\r\n\/\/\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 float z1 = tex2Dproj(_CameraDepthTexture,\u00a0 IN.screenPos)*1; \/\/ in \/.w space\r\n\/\/\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 float z1 = tex2D(_CameraDepthTexture,\u00a0 IN.screenPos.xy).r; \/\/ in \/.w space\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(IN.pos))));\r\n\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/z1 =\u00a0 LinearEyeDepth(z1)\/2;\u00a0 \u00a0\r\n\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/float z2 = (IN.screenPos.z);\r\n\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/z1 = saturate( 0.125 * (abs(z2-z1)) );\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float testdepth = 1+IN.worldPos.x*0.5;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float depth_distance_orig = IN.worldPos.z*0.02;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0float depth_distance = -saturate(IN.worldPos.z+30)*0.1;\r\n\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 surface_orig = tex2D(_SurfaceTex, float2(IN.uv_SurfaceTex.x,IN.uv_SurfaceTex.y+waveslide)).rgb*_FakeDepth;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 surface_orig = tex2D(_SurfaceTex, float2(IN.uv_SurfaceTex.x,IN.uv_SurfaceTex.y+waveslide)).rgb*_FakeDepth;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 surface_norm = UnpackNormal (tex2D (_SurfaceTex, IN.uv_SurfaceTex));\r\n\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 surface_refracted = tex2D(_BottomTex, float2(IN.uv_SurfaceTex.x+surface_orig.b,IN.uv_SurfaceTex.y+surface_orig.g)).rgb;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 surface_refracted = tex2D(_BottomTex, float2(IN.uv_SurfaceTex.x+surface_orig.b,IN.uv_SurfaceTex.y+surface_orig.r)).rgb;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 surface_refracted = tex2D(_SurfaceTex, float2(IN.uv_BottomTex.x+surface_orig.b,IN.uv_BottomTex.y+surface_orig.g)).rgb;\r\n\r\n\r\n\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 bottom_orig = tex2D(_SurfaceTex, float2(IN.uv_SurfaceTex.x,IN.uv_SurfaceTex.y+waveslide)).rgb*_FakeDepth;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 bottom_norm = UnpackNormal (tex2D (_BottomTex, IN.uv_BottomTex));\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/half3 emis1 = texCUBE (_Cube, WorldReflectionVector (IN, o.Normal)).rgb;\r\n\r\n\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 bottom_col_refract = tex2D (_BottomTex, float2(IN.uv_BottomTex.x+surface_orig.b,IN.uv_BottomTex.y+surface_orig.g)).rgb*1.5;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 bottom_col = tex2D (_BottomTex, IN.uv_BottomTex).rgb*1.5;\r\n\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/ sea surface\r\n\/\/ \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0if (IN.worldPos.y&gt;-0.0001 &amp;&amp; IN.worldPos.y&lt;0.0001)\r\n\u00a0 \u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0if (IN.worldPos.y&gt;-0.0001 &amp;&amp; IN.worldPos.y&lt;0.0001)\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\/\/ \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0if (IN.worldNormal.y==1)\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0{\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0half3 col = surface_refracted+surface_refracted;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = col+float3(0,0,depth_distance)*10; \/\/float3(testdepth,testdepth,testdepth);\/\/float3(z1,z1,z1); \/\/col;\/\/+float3(1,0,0);\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = col; \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = float3(0,1,0); \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Alpha = _Surface_hue.a+bottom_norm*0.2+col;\/\/+testdepth;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Alpha = 1; \/\/Surface_hue.a+bottom_norm*0.2*float3(0,0,depth_distance)*10; \/\/_Surface_hue.a+bottom_norm*0.2+col;\/\/+testdepth;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/o.Alpha =Surface_hue.a;\/\/+bottom_norm*0.2;\/\/*float3(0,0,depth_distance)*10; \/\/_Surface_hue.a+bottom_norm*0.2+col;\/\/+testdepth;\r\n\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Alpha = camDepth.r*4;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Emission = texCUBE (_Cube, IN.worldRefl).rgb*0.3;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/o.Normal = surface_norm; \/\/ sticky pixels, if over 1?\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Emission = emis1*emis1; \/\/+foam1*0.5;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Emission = (_Surface_hue.rgb)*depth_distance_orig;\/\/+_Surface_hue.rgb*float3(0,0,depth_distance_orig)*10;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0}else{ \/\/ beach\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\/\/ underwater beach\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0if (IN.worldPos.y&lt;0)\/\/ &amp;&amp; IN.worldPos.z&gt;222)\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0{\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = float3(0,0,1); \/\/bottom_col_refract+bottom_col_refract*2; \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = (bottom_col_refract+bottom_col_refract); \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0}else{\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = bottom_col+bottom_col*1.5; \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = float3(1,0,0); \/\/bottom_col_refract+bottom_col_refract*2; \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0}\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Normal = bottom_norm;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = float3(testdepth,testdepth,testdepth); \/\/IN.pos;\/\/float3(z1,z1,z1); \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Albedo = float3(1,0,0); \r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Normal = bottom_norm;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0o.Alpha = 1;\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0}\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0}\r\n\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0ENDCG\r\n\u00a0\u00a0 \u00a0} \r\n\u00a0\u00a0 \u00a0FallBack &quot;Diffuse&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>Testing something similar to this ( http:\/\/unitycoder.com\/blog\/2012\/02\/12\/fake-water-shader-refraction\/ ) but for sea &amp; beach. (its all-in-one-shader &amp; all-in-one-mesh for unity indie..) Current features v1.0: (main image^) &#8211; Looks horrible &#8211; Beach texture &#8211; Sea surface texture (uv-animated, with some distortions) &#8211; Surface Hue property Ideas: &#8211; [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":669,"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":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[4,3],"tags":[176,177,47,14,178,46],"class_list":["post-658","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-demos","category-unity3d","tag-beach","tag-ocean","tag-sea","tag-shader","tag-tropical","tag-waves"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2012\/02\/seashoreshader2.jpg?fit=680%2C510&ssl=1","jetpack_shortlink":"https:\/\/wp.me\/p1KTaT-aC","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/658","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=658"}],"version-history":[{"count":10,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/658\/revisions"}],"predecessor-version":[{"id":2984,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/658\/revisions\/2984"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media\/669"}],"wp:attachment":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media?parent=658"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/categories?post=658"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/tags?post=658"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}