VolumetricFog 2.0
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@@ -1,4 +1,4 @@
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Shader "Custom/UniversalLiquidSurface_Simplified"
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Shader "Custom/UniversalLiquidSurface"
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{
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Properties
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{
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@@ -27,7 +27,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
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_FoamStrength ("Foam Strength", Range(0,2)) = 0.6
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_FoamBias ("Foam Bias", Range(-1,1)) = 0.0
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// NEW: UV scroll speeds
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// UV scroll speeds
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_WaterNormal1Speed ("Normal Map 1 Speed (X,Y)", Vector) = (0.05, 0.0, 0, 0)
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_WaterNormal2Speed ("Normal Map 2 Speed (X,Y)", Vector) = (0.0, -0.03, 0, 0)
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_FoamScrollSpeed ("Foam Scroll Speed (X,Y)", Vector) = (0.02, 0.01, 0, 0)
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@@ -44,7 +44,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
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_LavaCrackGlow ("Lava Crack Glow Strength", Float) = 0.8
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_LavaEdgeGlow ("Lava Edge Glow Strength", Float) = 0.5
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// Procedural bubbles
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// Procedural bubbles - coś nie bangla
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_BubbleDensity ("Bubble Density", Float) = 8.0
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_BubbleFlow ("Bubble Flow Speed", Float) = 0.5
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_BubbleStrength ("Bubble Strength", Float) = 1.5
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@@ -104,7 +104,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
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float4 _NormalMap_ST;
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float4 _FoamTex_ST;
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// Params
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// Parameters
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float4 _BaseColor;
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float _SurfaceType;
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@@ -163,7 +163,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
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return d2-d1;
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}
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// Gerstner
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// Gerstner, śmieszna nazwa
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void GerstnerSimple(float2 dir, float amp, float len, float spd, float2 xz, float t, out float3 disp, out float3 nContrib)
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{
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float2 D = normalize(dir);
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