// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SH_Water" { Properties { _WaterSpeed("Water Speed", Float) = 1 _Density("Density", Float) = 15 _Color_1("Color_1", Color) = (0.006289184,0.3638146,1,0) _Color_2("Color_2", Color) = (0,0.264021,0.6886792,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGPROGRAM #include "UnityShaderVariables.cginc" #pragma target 3.0 #pragma surface surf Standard keepalpha addshadow fullforwardshadows struct Input { float2 uv_texcoord; }; uniform float _Density; uniform float _WaterSpeed; uniform float4 _Color_1; uniform float4 _Color_2; float2 voronoihash1( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi1( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash1( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d