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Shader "Custom/WaterSimple" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_NormalMap ("Normal map", 2D) = "bump" {}
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_Bumpiness ("Bumpiness", Float) = 1.0
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_Shininess ("Specular Shininess", Float) = 0.078125
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_Gloss ("Specular Gloss", Float) = 0.078125
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_Fresnel("Fresnel Coef.", Float) = 0.35
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_SpecColor ("Spec Color", Color) = (1.0,1.0,1.0,1.0)
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_WorldS("World Scale", Float) = 1.0
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_Opacity("Opacity", Float) = 0.5
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_Scroll("Scroll", Vector) = (0,0,0,0)
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}
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SubShader {
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Blend SrcAlpha OneMinusSrcAlpha
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Tags { "RenderType"="Transparent" "Queue"="Transparent"}
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LOD 200
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CGPROGRAM
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#pragma surface surf BlinnPhong
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _NormalMap;
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float _Bumpiness;
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float _Shininess;
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float _Gloss;
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float _Fresnel;
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float _WorldS;
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float _Opacity;
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float4 _Scroll;
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struct Input {
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float2 uv_MainTex;
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float3 worldPos;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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float2 uvSrc = IN.worldPos.xz * _WorldS;
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float2 uv1 = uvSrc + _Time.y * _Scroll.xy;
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float2 uv2 = uvSrc + _Time.y * _Scroll.zw;
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float3 nm1 = UnpackNormal (tex2D (_NormalMap, uv1));
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float3 nm2 = UnpackNormal (tex2D (_NormalMap, uv2));
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float3 nm3 = (nm1 + nm2) * 0.5f;
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float3 nm = lerp(float3(0,0,1), nm3, _Bumpiness);
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o.Normal = nm;
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o.Gloss = _Gloss;
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o.Specular = _Shininess;
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o.Alpha =_Opacity;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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