Shader "FX/Water (simple)" { Properties { _horizonColor ("Horizon color", Color) = (0.172,0.463,0.435,0) _WaveScale ("Wave scale", Range(0.02,0.15)) = 0.07 _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) = "" {} } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; } ENDCG } }