transparent + reflection shader (river water problems)

Hi there!

I’ve googled for a conclusion to this topic, but havent been successful. So here’s my question:

As the title suggests i’m looking for a shader which is both reflective (preferably real-time; i have a pro licence) and transparent(and specularity, but not necessarily). I would like to use it for glass (a glass door).

By now im using the river water shader, which is working really great, but the thing is: with the river shader the reflection is upside down. Also when i’m looking straight towards the door, the objects lying behind the door are reflected instead of the object in front of the door, which looks a bit unrealistic. Last but not least im not sure of a way to control the things being reflected (for example with layers) in the river water shader.

So i would be very grateful if anyone could either help me either by providing a shader or a fix for the river water shader. I also should note that i’m not good (if at all) in shaderLab.

thanks in advance

this help...?

or this....?

(pulled it out of the sewerProject)

Shader "Reflective/BumpedSpecularRefractive" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,0)
    _SpecColor ("Specular Color", Vector) = (0,0,0,0)
    _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
    _ReflectColor ("Reflection Color", Color) = (1.0, 1.0, 1.0, 0)
    _BumpAmt  ("Distortion", range (0,128)) = 10
    _MainTex ("Base (RGB) Gloss (A)", 2D) = "white"
    _BumpMap ("Bumpmap", 2D) = "bump" 
    _Cube ("cubemap", Cube) = "_Skybox"
Category {
    ZWrite Off
    Alphatest Greater 0
    Tags {Queue=Transparent}
    Fog { Color [_AddFog] }
    SubShader {
        UsePass "FX/Glass/Stained BumpDistort/BASE"

    // ------------------------------------------------------
    // ARB_FP, Geforce3
    // ------------------------------------------------------
        UsePass "Reflective/Bumped Unlit/BASE" 
        Pass { 
            Name "BASE"
            Tags {"LightMode" = "Vertex"}
            Tags {"Queue" = "Transparent" }
            Blend SrcAlpha One
                Material {
                    Diffuse [_Color]
                    Ambient (1,1,1,1)
                    Shininess 10
                    Specular [_SpecColor]
            Lighting On
            SeparateSpecular on
            SetTexture [_MainTex] { 
                constantColor [_Color] Combine texture * primary DOUBLE, constant
        UsePass "Alpha/BumpedSpecular/PPL"
FallBack "Reflective/BumpedSpecularSRC", 1


I’ve also been searching for a glass shader with dynamic reflections. I eventually managed to make one, by modifying the MirrorReflective shader/script to include transparency, a base texture, and tinting.

I made a page for it on the Wiki:

It requires Unity Pro, though.