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Simple Water Alpha

Would somebody mind making the Simple Water Script's Horizon Color alpha change the water's alpha? Currently, it makes the water just opaque and I want to be able to see through it a little bit. Thanks to anybody who's willing to help, and here's the script:

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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asked Dec 02 '11 at 06:08 PM

Xatoku gravatar image

Xatoku
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asked: Dec 02 '11 at 06:08 PM

Seen: 761 times

Last Updated: Dec 02 '11 at 06:08 PM