/* ██╗░░░░░░█████╗░██╗░░░██╗░█████╗░  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ ██║░░░░░██╔══██╗██║░░░██║██╔══██╗  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ ██║░░░░░███████║╚██╗░██╔╝███████║  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ ██║░░░░░██╔══██║░╚████╔╝░██╔══██║  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ ███████╗██║░░██║░░╚██╔╝░░██║░░██║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ ╚══════╝╚═╝░░╚═╝░░░╚═╝░░░╚═╝░░╚═╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ ____________________________________________________________________________________________________________________________________________ ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ ____________________________________________________________________________________________________________________________________________ License: The license is ATTRIBUTION 3.0 More license info here: https://creativecommons.org/licenses/by/3.0/ ____________________________________________________________________________________________________________________________________________ This shader has NOT been tested on any other PC configuration except the following: CPU: Intel Core i5-6400 GPU: NVidia GTX 750Ti RAM: 16GB Windows: 10 x64 DirectX: 11 ____________________________________________________________________________________________________________________________________________ */ Shader "Ultimate 10+ Shaders/Lava3D" { Properties { [HDR] _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _HeightMap ("Height Map (Black and White)", 2D) = "bump" {} _FlowDirection ("Flow Direction", Vector) = (1, 0, 0, 0) _Speed ("Speed", float) = 0.25 _Amplitude ("Amplitude", float) = 1.0 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 } SubShader { Tags { "RenderType"="Opaque" } LOD 150 Cull [_Cull] CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light typesv #pragma surface surf Standard addshadow fullforwardshadows #pragma vertex vert #ifndef SHADER_API_D3D11 #pragma target 3.0 #else #pragma target 4.0 #endif fixed4 _Color; sampler2D _MainTex; sampler2D _HeightMap; half4 _FlowDirection; half _Speed; half _Amplitude; struct Input { float2 uv_MainTex; float2 uv_HeightMap; }; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) fixed4 pixel; void surf (Input IN, inout SurfaceOutputStandard o) { pixel = tex2D (_MainTex, IN.uv_MainTex + _FlowDirection * fmod(_Time.y, 1200) * _Speed) * _Color; o.Albedo = pixel.rgb; } struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; fixed4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; fixed4 texPixel; void vert (inout appdata vert){ texPixel = tex2Dlod(_HeightMap, vert.texcoord1 + _FlowDirection * fmod(_Time.y, 1200) * _Speed); vert.vertex.y = texPixel.r * _Amplitude; } ENDCG } FallBack "Diffuse" }