Work on architecture. A lot of refractoring. Updated to unity 5.
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Shader "FX/Water (Basic)" {
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Properties {
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_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
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_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
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[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
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[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
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WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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uniform float4 _horizonColor;
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uniform float4 WaveSpeed;
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uniform float _WaveScale;
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uniform float4 _WaveOffset;
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 bumpuv[2] : TEXCOORD0;
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float3 viewDir : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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};
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v2f vert(appdata v)
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{
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v2f o;
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float4 s;
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o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
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// scroll bump waves
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float4 temp;
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float4 wpos = mul (_Object2World, v.vertex);
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temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
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o.bumpuv[0] = temp.xy * float2(.4, .45);
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o.bumpuv[1] = temp.wz;
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// object space view direction
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o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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ENDCG
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Subshader {
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Tags { "RenderType"="Opaque" }
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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sampler2D _BumpMap;
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sampler2D _ColorControl;
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half4 frag( v2f i ) : COLOR
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{
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half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
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half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
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half3 bump = (bump1 + bump2) * 0.5;
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half fresnel = dot( i.viewDir, bump );
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half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
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half4 col;
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col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
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col.a = _horizonColor.a;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: 9dccc8e8f0da4494991c26ef59019551
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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