From b72dcd6ec8996c558805a3f02dd5eaff2ad72011 Mon Sep 17 00:00:00 2001 From: Alex Malyutin Date: Sat, 27 Jul 2019 23:31:52 +0300 Subject: [PATCH] Fix water clipping issue. --- Assets/Materials/Shaders/water.shader | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Assets/Materials/Shaders/water.shader b/Assets/Materials/Shaders/water.shader index cd35af4..4b93937 100644 --- a/Assets/Materials/Shaders/water.shader +++ b/Assets/Materials/Shaders/water.shader @@ -11,7 +11,6 @@ _NoiseTex("Noise Texture", 2D) = "white" {} _MainTex("Main Texture", 2D) = "white" {} _DistortStrength("Distort Strength", float) = 1.0 - _ExtraHeight("Extra Height", float) = 0.0 } SubShader @@ -30,7 +29,8 @@ // Background distortion Pass { - + ZWrite Off + CGPROGRAM #pragma vertex vert #pragma fragment frag @@ -128,7 +128,7 @@ // apply wave animation float noiseSample = tex2Dlod(_NoiseTex, float4(input.texCoord.xy, 0, 0)); - output.pos.y += sin(_Time*_WaveSpeed*noiseSample)*_WaveAmp + _ExtraHeight; + output.pos.y += sin(_Time*_WaveSpeed*noiseSample)*_WaveAmp; output.pos.x += cos(_Time*_WaveSpeed*noiseSample)*_WaveAmp; // compute depth