delete "Standard Assets" folder

This commit is contained in:
in0finite 2020-06-20 21:46:56 +02:00
parent ddf25cbe8e
commit 31bb2568bb
105 changed files with 0 additions and 6161 deletions

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using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
public class WaterBasic : MonoBehaviour
{
private void Update()
{
Renderer r = GetComponent<Renderer>();
if (!r)
{
return;
}
Material mat = r.sharedMaterial;
if (!mat)
{
return;
}
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
float waveScale = mat.GetFloat("_WaveScale");
float t = Time.time / 20.0f;
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Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/Water (Basic)" {
Properties {
_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
}
CGINCLUDE
#include "UnityCG.cginc"
uniform float4 _horizonColor;
uniform float4 WaveSpeed;
uniform float _WaveScale;
uniform float4 _WaveOffset;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float2 bumpuv[2] : TEXCOORD0;
float3 viewDir : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
v2f vert(appdata v)
{
v2f o;
float4 s;
o.pos = UnityObjectToClipPos(v.vertex);
// scroll bump waves
float4 temp;
float4 wpos = mul (unity_ObjectToWorld, v.vertex);
temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
o.bumpuv[0] = temp.xy * float2(.4, .45);
o.bumpuv[1] = temp.wz;
// object space view direction
o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
ENDCG
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
sampler2D _BumpMap;
sampler2D _ColorControl;
half4 frag( v2f i ) : COLOR
{
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
half fresnel = dot( i.viewDir, bump );
half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
half4 col;
col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
col.a = _horizonColor.a;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
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using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
[RequireComponent(typeof(WaterBase))]
public class Displace : MonoBehaviour
{
public void Awake()
{
if (enabled)
{
OnEnable();
}
else
{
OnDisable();
}
}
public void OnEnable()
{
Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
}
public void OnDisable()
{
Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
}
}
}

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using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
[RequireComponent(typeof(WaterBase))]
public class GerstnerDisplace : Displace { }
}

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using UnityEngine;
namespace UnityStandardAssets.Water
{
public class MeshContainer
{
public Mesh mesh;
public Vector3[] vertices;
public Vector3[] normals;
public MeshContainer(Mesh m)
{
mesh = m;
vertices = m.vertices;
normals = m.normals;
}
public void Update()
{
mesh.vertices = vertices;
mesh.normals = normals;
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
[RequireComponent(typeof(WaterBase))]
public class PlanarReflection : MonoBehaviour
{
public LayerMask reflectionMask;
public bool reflectSkybox = false;
public Color clearColor = Color.grey;
public String reflectionSampler = "_ReflectionTex";
public float clipPlaneOffset = 0.07F;
private Vector3 m_Oldpos;
private Camera m_ReflectionCamera;
private Material m_SharedMaterial;
private Dictionary<Camera, bool> m_HelperCameras;
public void Start()
{
m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial;
}
private Camera CreateReflectionCameraFor(Camera cam)
{
String reflName = gameObject.name + "Reflection" + cam.name;
GameObject go = GameObject.Find(reflName);
if (!go)
{
go = new GameObject(reflName, typeof(Camera));
}
if (!go.GetComponent(typeof(Camera)))
{
go.AddComponent(typeof(Camera));
}
Camera reflectCamera = go.GetComponent<Camera>();
reflectCamera.backgroundColor = clearColor;
reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
SetStandardCameraParameter(reflectCamera, reflectionMask);
if (!reflectCamera.targetTexture)
{
reflectCamera.targetTexture = CreateTextureFor(cam);
}
return reflectCamera;
}
private void SetStandardCameraParameter(Camera cam, LayerMask mask)
{
cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water"));
cam.backgroundColor = Color.black;
cam.enabled = false;
}
private RenderTexture CreateTextureFor(Camera cam)
{
RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F),
Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24);
rt.hideFlags = HideFlags.DontSave;
return rt;
}
public void RenderHelpCameras(Camera currentCam)
{
if (null == m_HelperCameras)
{
m_HelperCameras = new Dictionary<Camera, bool>();
}
if (!m_HelperCameras.ContainsKey(currentCam))
{
m_HelperCameras.Add(currentCam, false);
}
if (m_HelperCameras[currentCam])
{
return;
}
if (!m_ReflectionCamera)
{
m_ReflectionCamera = CreateReflectionCameraFor(currentCam);
}
RenderReflectionFor(currentCam, m_ReflectionCamera);
m_HelperCameras[currentCam] = true;
}
public void LateUpdate()
{
if (null != m_HelperCameras)
{
m_HelperCameras.Clear();
}
}
public void WaterTileBeingRendered(Transform tr, Camera currentCam)
{
RenderHelpCameras(currentCam);
if (m_ReflectionCamera && m_SharedMaterial)
{
m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture);
}
}
public void OnEnable()
{
Shader.EnableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_SIMPLE");
}
public void OnDisable()
{
Shader.EnableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
}
private void RenderReflectionFor(Camera cam, Camera reflectCamera)
{
if (!reflectCamera)
{
return;
}
if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler))
{
return;
}
reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water"));
SaneCameraSettings(reflectCamera);
reflectCamera.backgroundColor = clearColor;
reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
if (reflectSkybox)
{
if (cam.gameObject.GetComponent(typeof(Skybox)))
{
Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox));
if (!sb)
{
sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox));
}
sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material;
}
}
GL.invertCulling = true;
Transform reflectiveSurface = transform; //waterHeight;
Vector3 eulerA = cam.transform.eulerAngles;
reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z);
reflectCamera.transform.position = cam.transform.position;
Vector3 pos = reflectiveSurface.transform.position;
pos.y = reflectiveSurface.position.y;
Vector3 normal = reflectiveSurface.transform.up;
float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4.zero;
reflection = CalculateReflectionMatrix(reflection, reflectionPlane);
m_Oldpos = cam.transform.position;
Vector3 newpos = reflection.MultiplyPoint(m_Oldpos);
reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f);
Matrix4x4 projection = cam.projectionMatrix;
projection = CalculateObliqueMatrix(projection, clipPlane);
reflectCamera.projectionMatrix = projection;
reflectCamera.transform.position = newpos;
Vector3 euler = cam.transform.eulerAngles;
reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
reflectCamera.Render();
GL.invertCulling = false;
}
private void SaneCameraSettings(Camera helperCam)
{
helperCam.depthTextureMode = DepthTextureMode.None;
helperCam.backgroundColor = Color.black;
helperCam.clearFlags = CameraClearFlags.SolidColor;
helperCam.renderingPath = RenderingPath.Forward;
}
private static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
{
Vector4 q = projection.inverse * new Vector4(
Sgn(clipPlane.x),
Sgn(clipPlane.y),
1.0F,
1.0F
);
Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q)));
// third row = clip plane - fourth row
projection[2] = c.x - projection[3];
projection[6] = c.y - projection[7];
projection[10] = c.z - projection[11];
projection[14] = c.w - projection[15];
return projection;
}
private static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane)
{
reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]);
reflectionMat.m01 = (-2.0F * plane[0] * plane[1]);
reflectionMat.m02 = (-2.0F * plane[0] * plane[2]);
reflectionMat.m03 = (-2.0F * plane[3] * plane[0]);
reflectionMat.m10 = (-2.0F * plane[1] * plane[0]);
reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]);
reflectionMat.m12 = (-2.0F * plane[1] * plane[2]);
reflectionMat.m13 = (-2.0F * plane[3] * plane[1]);
reflectionMat.m20 = (-2.0F * plane[2] * plane[0]);
reflectionMat.m21 = (-2.0F * plane[2] * plane[1]);
reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]);
reflectionMat.m23 = (-2.0F * plane[3] * plane[2]);
reflectionMat.m30 = 0.0F;
reflectionMat.m31 = 0.0F;
reflectionMat.m32 = 0.0F;
reflectionMat.m33 = 1.0F;
return reflectionMat;
}
private static float Sgn(float a)
{
if (a > 0.0F)
{
return 1.0F;
}
if (a < 0.0F)
{
return -1.0F;
}
return 0.0F;
}
private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
{
Vector3 offsetPos = pos + normal * clipPlaneOffset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cpos = m.MultiplyPoint(offsetPos);
Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
}
}

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using UnityEngine;
namespace UnityStandardAssets.Water
{
[RequireComponent(typeof(WaterBase))]
[ExecuteInEditMode]
public class SpecularLighting : MonoBehaviour
{
public Transform specularLight;
private WaterBase m_WaterBase;
public void Start()
{
m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
}
public void Update()
{
if (!m_WaterBase)
{
m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
}
if (specularLight && m_WaterBase.sharedMaterial)
{
m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward);
}
}
}
}

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@ -1,399 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode] // Make water live-update even when not in play mode
public class Water : MonoBehaviour
{
public enum WaterMode
{
Simple = 0,
Reflective = 1,
Refractive = 2,
};
public WaterMode waterMode = WaterMode.Refractive;
public bool disablePixelLights = true;
public int textureSize = 256;
public float clipPlaneOffset = 0.07f;
public LayerMask reflectLayers = -1;
public LayerMask refractLayers = -1;
private Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
private Dictionary<Camera, Camera> m_RefractionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
private RenderTexture m_ReflectionTexture;
private RenderTexture m_RefractionTexture;
private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
private int m_OldReflectionTextureSize;
private int m_OldRefractionTextureSize;
private static bool s_InsideWater;
// This is called when it's known that the object will be rendered by some
// camera. We render reflections / refractions and do other updates here.
// Because the script executes in edit mode, reflections for the scene view
// camera will just work!
public void OnWillRenderObject()
{
if (!enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial ||
!GetComponent<Renderer>().enabled)
{
return;
}
Camera cam = Camera.current;
if (!cam)
{
return;
}
// Safeguard from recursive water reflections.
if (s_InsideWater)
{
return;
}
s_InsideWater = true;
// Actual water rendering mode depends on both the current setting AND
// the hardware support. There's no point in rendering refraction textures
// if they won't be visible in the end.
m_HardwareWaterSupport = FindHardwareWaterSupport();
WaterMode mode = GetWaterMode();
Camera reflectionCamera, refractionCamera;
CreateWaterObjects(cam, out reflectionCamera, out refractionCamera);
// find out the reflection plane: position and normal in world space
Vector3 pos = transform.position;
Vector3 normal = transform.up;
// Optionally disable pixel lights for reflection/refraction
int oldPixelLightCount = QualitySettings.pixelLightCount;
if (disablePixelLights)
{
QualitySettings.pixelLightCount = 0;
}
UpdateCameraModes(cam, reflectionCamera);
UpdateCameraModes(cam, refractionCamera);
// Render reflection if needed
if (mode >= WaterMode.Reflective)
{
// Reflect camera around reflection plane
float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4.zero;
CalculateReflectionMatrix(ref reflection, reflectionPlane);
Vector3 oldpos = cam.transform.position;
Vector3 newpos = reflection.MultiplyPoint(oldpos);
reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f);
reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
// Set custom culling matrix from the current camera
reflectionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix;
reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer
reflectionCamera.targetTexture = m_ReflectionTexture;
bool oldCulling = GL.invertCulling;
GL.invertCulling = !oldCulling;
reflectionCamera.transform.position = newpos;
Vector3 euler = cam.transform.eulerAngles;
reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
reflectionCamera.Render();
reflectionCamera.transform.position = oldpos;
GL.invertCulling = oldCulling;
GetComponent<Renderer>().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture);
}
// Render refraction
if (mode >= WaterMode.Refractive)
{
refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix;
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f);
refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
// Set custom culling matrix from the current camera
refractionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix;
refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer
refractionCamera.targetTexture = m_RefractionTexture;
refractionCamera.transform.position = cam.transform.position;
refractionCamera.transform.rotation = cam.transform.rotation;
refractionCamera.Render();
GetComponent<Renderer>().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture);
}
// Restore pixel light count
if (disablePixelLights)
{
QualitySettings.pixelLightCount = oldPixelLightCount;
}
// Setup shader keywords based on water mode
switch (mode)
{
case WaterMode.Simple:
Shader.EnableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_REFRACTIVE");
break;
case WaterMode.Reflective:
Shader.DisableKeyword("WATER_SIMPLE");
Shader.EnableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_REFRACTIVE");
break;
case WaterMode.Refractive:
Shader.DisableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
Shader.EnableKeyword("WATER_REFRACTIVE");
break;
}
s_InsideWater = false;
}
// Cleanup all the objects we possibly have created
private void OnDisable()
{
if (m_ReflectionTexture)
{
DestroyImmediate(m_ReflectionTexture);
m_ReflectionTexture = null;
}
if (m_RefractionTexture)
{
DestroyImmediate(m_RefractionTexture);
m_RefractionTexture = null;
}
foreach (var kvp in m_ReflectionCameras)
{
DestroyImmediate((kvp.Value).gameObject);
}
m_ReflectionCameras.Clear();
foreach (var kvp in m_RefractionCameras)
{
DestroyImmediate((kvp.Value).gameObject);
}
m_RefractionCameras.Clear();
}
// This just sets up some matrices in the material; for really
// old cards to make water texture scroll.
private void Update()
{
if (!GetComponent<Renderer>())
{
return;
}
Material mat = GetComponent<Renderer>().sharedMaterial;
if (!mat)
{
return;
}
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
float waveScale = mat.GetFloat("_WaveScale");
Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f);
// Time since level load, and do intermediate calculations with doubles
double t = Time.timeSinceLevelLoad / 20.0;
Vector4 offsetClamped = new Vector4(
(float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
);
mat.SetVector("_WaveOffset", offsetClamped);
mat.SetVector("_WaveScale4", waveScale4);
}
private void UpdateCameraModes(Camera src, Camera dest)
{
if (dest == null)
{
return;
}
// set water camera to clear the same way as current camera
dest.clearFlags = src.clearFlags;
dest.backgroundColor = src.backgroundColor;
if (src.clearFlags == CameraClearFlags.Skybox)
{
Skybox sky = src.GetComponent<Skybox>();
Skybox mysky = dest.GetComponent<Skybox>();
if (!sky || !sky.material)
{
mysky.enabled = false;
}
else
{
mysky.enabled = true;
mysky.material = sky.material;
}
}
// update other values to match current camera.
// even if we are supplying custom camera&projection matrices,
// some of values are used elsewhere (e.g. skybox uses far plane)
dest.farClipPlane = src.farClipPlane;
dest.nearClipPlane = src.nearClipPlane;
dest.orthographic = src.orthographic;
dest.fieldOfView = src.fieldOfView;
dest.aspect = src.aspect;
dest.orthographicSize = src.orthographicSize;
}
// On-demand create any objects we need for water
private void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera)
{
WaterMode mode = GetWaterMode();
reflectionCamera = null;
refractionCamera = null;
if (mode >= WaterMode.Reflective)
{
// Reflection render texture
if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize)
{
if (m_ReflectionTexture)
{
DestroyImmediate(m_ReflectionTexture);
}
m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16);
m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
m_ReflectionTexture.isPowerOfTwo = true;
m_ReflectionTexture.hideFlags = HideFlags.DontSave;
m_OldReflectionTextureSize = textureSize;
}
// Camera for reflection
m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
{
GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox));
reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.enabled = false;
reflectionCamera.transform.position = transform.position;
reflectionCamera.transform.rotation = transform.rotation;
reflectionCamera.gameObject.AddComponent<FlareLayer>();
go.hideFlags = HideFlags.HideAndDontSave;
m_ReflectionCameras[currentCamera] = reflectionCamera;
}
}
if (mode >= WaterMode.Refractive)
{
// Refraction render texture
if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize)
{
if (m_RefractionTexture)
{
DestroyImmediate(m_RefractionTexture);
}
m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16);
m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
m_RefractionTexture.isPowerOfTwo = true;
m_RefractionTexture.hideFlags = HideFlags.DontSave;
m_OldRefractionTextureSize = textureSize;
}
// Camera for refraction
m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera);
if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
{
GameObject go =
new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
typeof(Camera), typeof(Skybox));
refractionCamera = go.GetComponent<Camera>();
refractionCamera.enabled = false;
refractionCamera.transform.position = transform.position;
refractionCamera.transform.rotation = transform.rotation;
refractionCamera.gameObject.AddComponent<FlareLayer>();
go.hideFlags = HideFlags.HideAndDontSave;
m_RefractionCameras[currentCamera] = refractionCamera;
}
}
}
private WaterMode GetWaterMode()
{
if (m_HardwareWaterSupport < waterMode)
{
return m_HardwareWaterSupport;
}
return waterMode;
}
private WaterMode FindHardwareWaterSupport()
{
if (!GetComponent<Renderer>())
{
return WaterMode.Simple;
}
Material mat = GetComponent<Renderer>().sharedMaterial;
if (!mat)
{
return WaterMode.Simple;
}
string mode = mat.GetTag("WATERMODE", false);
if (mode == "Refractive")
{
return WaterMode.Refractive;
}
if (mode == "Reflective")
{
return WaterMode.Reflective;
}
return WaterMode.Simple;
}
// Given position/normal of the plane, calculates plane in camera space.
private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
{
Vector3 offsetPos = pos + normal * clipPlaneOffset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cpos = m.MultiplyPoint(offsetPos);
Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
// Calculates reflection matrix around the given plane
private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
{
reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
reflectionMat.m01 = (-2F * plane[0] * plane[1]);
reflectionMat.m02 = (-2F * plane[0] * plane[2]);
reflectionMat.m03 = (-2F * plane[3] * plane[0]);
reflectionMat.m10 = (-2F * plane[1] * plane[0]);
reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
reflectionMat.m12 = (-2F * plane[1] * plane[2]);
reflectionMat.m13 = (-2F * plane[3] * plane[1]);
reflectionMat.m20 = (-2F * plane[2] * plane[0]);
reflectionMat.m21 = (-2F * plane[2] * plane[1]);
reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
reflectionMat.m23 = (-2F * plane[3] * plane[2]);
reflectionMat.m30 = 0F;
reflectionMat.m31 = 0F;
reflectionMat.m32 = 0F;
reflectionMat.m33 = 1F;
}
}
}

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using UnityEngine;
namespace UnityStandardAssets.Water
{
public enum WaterQuality
{
High = 2,
Medium = 1,
Low = 0,
}
[ExecuteInEditMode]
public class WaterBase : MonoBehaviour
{
public Material sharedMaterial;
public WaterQuality waterQuality = WaterQuality.High;
public bool edgeBlend = true;
public void UpdateShader()
{
if (waterQuality > WaterQuality.Medium)
{
sharedMaterial.shader.maximumLOD = 501;
}
else if (waterQuality > WaterQuality.Low)
{
sharedMaterial.shader.maximumLOD = 301;
}
else
{
sharedMaterial.shader.maximumLOD = 201;
}
// If the system does not support depth textures (ie. NaCl), turn off edge bleeding,
// as the shader will render everything as transparent if the depth texture is not valid.
if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
{
edgeBlend = false;
}
if (edgeBlend)
{
Shader.EnableKeyword("WATER_EDGEBLEND_ON");
Shader.DisableKeyword("WATER_EDGEBLEND_OFF");
// just to make sure (some peeps might forget to add a water tile to the patches)
if (Camera.main)
{
Camera.main.depthTextureMode |= DepthTextureMode.Depth;
}
}
else
{
Shader.EnableKeyword("WATER_EDGEBLEND_OFF");
Shader.DisableKeyword("WATER_EDGEBLEND_ON");
}
}
public void WaterTileBeingRendered(Transform tr, Camera currentCam)
{
if (currentCam && edgeBlend)
{
currentCam.depthTextureMode |= DepthTextureMode.Depth;
}
}
public void Update()
{
if (sharedMaterial)
{
UpdateShader();
}
}
}
}

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using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
public class WaterTile : MonoBehaviour
{
public PlanarReflection reflection;
public WaterBase waterBase;
public void Start()
{
AcquireComponents();
}
private void AcquireComponents()
{
if (!reflection)
{
if (transform.parent)
{
reflection = transform.parent.GetComponent<PlanarReflection>();
}
else
{
reflection = transform.GetComponent<PlanarReflection>();
}
}
if (!waterBase)
{
if (transform.parent)
{
waterBase = transform.parent.GetComponent<WaterBase>();
}
else
{
waterBase = transform.GetComponent<WaterBase>();
}
}
}
#if UNITY_EDITOR
public void Update()
{
AcquireComponents();
}
#endif
public void OnWillRenderObject()
{
if (reflection)
{
reflection.WaterTileBeingRendered(transform, Camera.current);
}
if (waterBase)
{
waterBase.WaterTileBeingRendered(transform, Camera.current);
}
}
}
}

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/Water" {
Properties {
_WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
_ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
_RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
_RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
[NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
[NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {}
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
[NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
_HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1)
[HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {}
[HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {}
}
// -----------------------------------------------------------
// Fragment program cards
Subshader {
Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
#define HAS_REFLECTION 1
#endif
#if defined (WATER_REFRACTIVE)
#define HAS_REFRACTION 1
#endif
#include "UnityCG.cginc"
uniform float4 _WaveScale4;
uniform float4 _WaveOffset;
#if HAS_REFLECTION
uniform float _ReflDistort;
#endif
#if HAS_REFRACTION
uniform float _RefrDistort;
#endif
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
float4 ref : TEXCOORD0;
float2 bumpuv0 : TEXCOORD1;
float2 bumpuv1 : TEXCOORD2;
float3 viewDir : TEXCOORD3;
#else
float2 bumpuv0 : TEXCOORD0;
float2 bumpuv1 : TEXCOORD1;
float3 viewDir : TEXCOORD2;
#endif
UNITY_FOG_COORDS(4)
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// scroll bump waves
float4 temp;
float4 wpos = mul (unity_ObjectToWorld, v.vertex);
temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
o.bumpuv0 = temp.xy;
o.bumpuv1 = temp.wz;
// object space view direction (will normalize per pixel)
o.viewDir.xzy = WorldSpaceViewDir(v.vertex);
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
o.ref = ComputeNonStereoScreenPos(o.pos);
#endif
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
sampler2D _ReflectionTex;
#endif
#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE)
sampler2D _ReflectiveColor;
#endif
#if defined (WATER_REFRACTIVE)
sampler2D _Fresnel;
sampler2D _RefractionTex;
uniform float4 _RefrColor;
#endif
#if defined (WATER_SIMPLE)
uniform float4 _HorizonColor;
#endif
sampler2D _BumpMap;
half4 frag( v2f i ) : SV_Target
{
i.viewDir = normalize(i.viewDir);
// combine two scrolling bumpmaps into one
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
// fresnel factor
half fresnelFac = dot( i.viewDir, bump );
// perturb reflection/refraction UVs by bumpmap, and lookup colors
#if HAS_REFLECTION
float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) );
#endif
#if HAS_REFRACTION
float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor;
#endif
// final color is between refracted and reflected based on fresnel
half4 color;
#if defined(WATER_REFRACTIVE)
half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) );
color = lerp( refr, refl, fresnel );
#endif
#if defined(WATER_REFLECTIVE)
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
color.rgb = lerp( water.rgb, refl.rgb, water.a );
color.a = refl.a * water.a;
#endif
#if defined(WATER_SIMPLE)
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
color.a = _HorizonColor.a;
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
ENDCG
}
}
}

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/Water4" {
Properties {
_ReflectionTex ("Internal reflection", 2D) = "white" {}
_MainTex ("Fallback texture", 2D) = "black" {}
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
_BumpMap ("Normals ", 2D) = "bump" {}
_DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
_AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
_AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
_BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
_BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
_FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
_ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
_SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
_WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
_Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
_Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
_GerstnerIntensity("Per vertex displacement", Float) = 1.0
_GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
_GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
_GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
_GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
_GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
_GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "WaterInclude.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// interpolator structs
struct v2f
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float4 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 grabPassPos : TEXCOORD4;
UNITY_FOG_COORDS(5)
};
struct v2f_noGrab
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float3 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
UNITY_FOG_COORDS(4)
};
struct v2f_simple
{
float4 pos : SV_POSITION;
float4 viewInterpolator : TEXCOORD0;
float4 bumpCoords : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
// textures
sampler2D _BumpMap;
sampler2D _ReflectionTex;
sampler2D _RefractionTex;
sampler2D _ShoreTex;
sampler2D_float _CameraDepthTexture;
// colors in use
uniform float4 _RefrColorDepth;
uniform float4 _SpecularColor;
uniform float4 _BaseColor;
uniform float4 _ReflectionColor;
// edge & shore fading
uniform float4 _InvFadeParemeter;
// specularity
uniform float _Shininess;
uniform float4 _WorldLightDir;
// fresnel, vertex & bump displacements & strength
uniform float4 _DistortParams;
uniform float _FresnelScale;
uniform float4 _BumpTiling;
uniform float4 _BumpDirection;
uniform float4 _GAmplitude;
uniform float4 _GFrequency;
uniform float4 _GSteepness;
uniform float4 _GSpeed;
uniform float4 _GDirectionAB;
uniform float4 _GDirectionCD;
// foam
uniform float4 _Foam;
// shortcuts
#define PER_PIXEL_DISPLACE _DistortParams.x
#define REALTIME_DISTORTION _DistortParams.y
#define FRESNEL_POWER _DistortParams.z
#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
#define FRESNEL_BIAS _DistortParams.w
#define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z
//
// HQ VERSION
//
v2f vert(appdata_full v)
{
v2f o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
// one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
o.normalInterpolator.xyz = nrml;
o.viewInterpolator.w = saturate(offsets.y);
o.normalInterpolator.w = 1; //GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag( v2f i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
half4 grabWithOffset = i.grabPassPos + distortOffset;
half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
#ifdef WATER_EDGEBLEND_ON
if (LinearEyeDepth(refrFix) < i.screenPos.z)
rtRefractions = rtRefractionsNoDistort;
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
float depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
#endif
// shading for fresnel term
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
// base, depth & reflection colors
half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w);
#ifdef WATER_REFLECTIVE
half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
#else
half4 reflectionColor = _ReflectionColor;
#endif
baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
baseColor = baseColor + spec * _SpecularColor;
// handle foam
half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
baseColor.a = edgeBlendFactors.x;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// MQ VERSION
//
v2f_noGrab vert300(appdata_full v)
{
v2f_noGrab o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
// one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeNonStereoScreenPos(o.pos);
o.normalInterpolator.xyz = nrml;
o.normalInterpolator.w = 1; //GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag300( v2f_noGrab i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
#endif
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
#ifdef WATER_REFLECTIVE
baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0));
#else
baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
#endif
baseColor = baseColor + spec * _SpecularColor;
baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// LQ VERSION
//
v2f_simple vert200(appdata_full v)
{
v2f_simple o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos( v.vertex);
o.viewInterpolator.w = 1; //GetDistanceFadeout(ComputeNonStereoScreenPos(o.pos).w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag200( v2f_simple i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
baseColor.a = saturate(2.0 * refl2Refr + 0.5);
baseColor.rgb += spec * _SpecularColor.rgb;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
ENDCG
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 500
ColorMask RGB
GrabPass { "_RefractionTex" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 300
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert300
#pragma fragment frag300
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 200
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert200
#pragma fragment frag200
#pragma multi_compile_fog
ENDCG
}
}
Fallback "Transparent/Diffuse"
}

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/SimpleWater4" {
Properties {
_ReflectionTex ("Internal reflection", 2D) = "white" {}
_MainTex ("Fallback texture", 2D) = "black" {}
_BumpMap ("Normals ", 2D) = "bump" {}
_DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
_AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
_AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
_BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
_BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
_FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
_ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
_SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
_WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
_Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
_GerstnerIntensity("Per vertex displacement", Float) = 1.0
_GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
_GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
_GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
_GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
_GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
_GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "WaterInclude.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// interpolator structs
struct v2f
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float3 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 grabPassPos : TEXCOORD4;
UNITY_FOG_COORDS(5)
};
struct v2f_noGrab
{
float4 pos : SV_POSITION;
float4 normalInterpolator : TEXCOORD0;
float3 viewInterpolator : TEXCOORD1;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
UNITY_FOG_COORDS(4)
};
struct v2f_simple
{
float4 pos : SV_POSITION;
float3 viewInterpolator : TEXCOORD0;
float4 bumpCoords : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
// textures
sampler2D _BumpMap;
sampler2D _ReflectionTex;
sampler2D _RefractionTex;
sampler2D _ShoreTex;
sampler2D_float _CameraDepthTexture;
// colors in use
uniform float4 _RefrColorDepth;
uniform float4 _SpecularColor;
uniform float4 _BaseColor;
uniform float4 _ReflectionColor;
// edge & shore fading
uniform float4 _InvFadeParemeter;
// specularity
uniform float _Shininess;
uniform float4 _WorldLightDir;
// fresnel, vertex & bump displacements & strength
uniform float4 _DistortParams;
uniform float _FresnelScale;
uniform float4 _BumpTiling;
uniform float4 _BumpDirection;
uniform float4 _GAmplitude;
uniform float4 _GFrequency;
uniform float4 _GSteepness;
uniform float4 _GSpeed;
uniform float4 _GDirectionAB;
uniform float4 _GDirectionCD;
// shortcuts
#define PER_PIXEL_DISPLACE _DistortParams.x
#define REALTIME_DISTORTION _DistortParams.y
#define FRESNEL_POWER _DistortParams.z
#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
#define DISTANCE_SCALE _InvFadeParemeter.z
#define FRESNEL_BIAS _DistortParams.w
//
// HQ VERSION
//
v2f vert(appdata_full v)
{
v2f o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
o.normalInterpolator.xyz = nrml;
o.normalInterpolator.w = 1; //GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag( v2f i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
half4 grabWithOffset = i.grabPassPos + distortOffset;
half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
#ifdef WATER_EDGEBLEND_ON
if (LinearEyeDepth(refrFix) < i.screenPos.z)
rtRefractions = rtRefractionsNoDistort;
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
#endif
// shading for fresnel term
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
// base, depth & reflection colors
half4 baseColor = _BaseColor;
#ifdef WATER_REFLECTIVE
half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
#else
half4 reflectionColor = _ReflectionColor;
#endif
baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
baseColor = baseColor + spec * _SpecularColor;
baseColor.a = edgeBlendFactors.x;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// MQ VERSION
//
v2f_noGrab vert300(appdata_full v)
{
v2f_noGrab o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
half3 vtxForAni = (worldSpaceVertex).xzz;
half3 nrml;
half3 offsets;
Gerstner (
offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
_GAmplitude, // amplitude
_GFrequency, // frequency
_GSteepness, // steepness
_GSpeed, // speed
_GDirectionAB, // direction # 1, 2
_GDirectionCD // direction # 3, 4
);
v.vertex.xyz += offsets;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeNonStereoScreenPos(o.pos);
o.normalInterpolator.xyz = nrml;
o.normalInterpolator.w = 1; //GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag300( v2f_noGrab i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
half4 screenWithOffset = i.screenPos + distortOffset;
#ifdef WATER_REFLECTIVE
half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
#endif
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
#ifdef WATER_EDGEBLEND_ON
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
depth = LinearEyeDepth(depth);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
#endif
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
#ifdef WATER_REFLECTIVE
baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0));
#else
baseColor = _ReflectionColor; //lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
#endif
baseColor = baseColor + spec * _SpecularColor;
baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
//
// LQ VERSION
//
v2f_simple vert200(appdata_full v)
{
v2f_simple o;
half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
half2 tileableUv = worldSpaceVertex.xz;
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
o.pos = UnityObjectToClipPos( v.vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half4 frag200( v2f_simple i ) : SV_Target
{
half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
half3 viewVector = normalize(i.viewInterpolator.xyz);
half3 reflectVector = normalize(reflect(viewVector, worldNormal));
half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
float nh = max (0, dot (worldNormal, -h));
float spec = max(0.0,pow (nh, _Shininess));
worldNormal.xz *= _FresnelScale;
half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
half4 baseColor = _BaseColor;
baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
baseColor.a = saturate(2.0 * refl2Refr + 0.5);
baseColor.rgb += spec * _SpecularColor.rgb;
UNITY_APPLY_FOG(i.fogCoord, baseColor);
return baseColor;
}
ENDCG
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 500
ColorMask RGB
GrabPass { "_RefractionTex" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 300
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert300
#pragma fragment frag300
#pragma multi_compile_fog
#pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
ENDCG
}
}
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 200
ColorMask RGB
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert200
#pragma fragment frag200
#pragma multi_compile_fog
ENDCG
}
}
Fallback "Transparent/Diffuse"
}

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#ifndef WATER_CG_INCLUDED
#define WATER_CG_INCLUDED
#include "UnityCG.cginc"
half _GerstnerIntensity;
inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
{
half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5;
half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
return normalize(worldNormal);
}
inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength)
{
half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
bump = bump * 0.5;
half3 normal = UnpackNormal(bump);
normal.xy *= bumpStrength;
return normalize(normal);
}
inline half3 GetNormal(half4 tf) {
#ifdef WATER_VERTEX_DISPLACEMENT_ON
return half3(2,1,2) * tf.rbg - half3(1,0,1);
#else
return half3(0,1,0);
#endif
}
inline half GetDistanceFadeout(half screenW, half speed) {
return 1.0f / abs(0.5f + screenW * speed);
}
half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC)
{
half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
#ifdef WATER_VERTEX_DISPLACEMENT_ON
half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0));
tf *= 0.333333;
#else
half4 tf = half4(0.5,0.5,0.5,0.0);
#endif
return tf;
}
half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB)
{
half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
#ifdef WATER_VERTEX_DISPLACEMENT_ON
half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
tf *= 0.5;
#else
half4 tf = half4(0.5,0.5,0.5,0.0);
#endif
return tf;
}
inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos)
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0f;
#endif
screenPos = ComputeNonStereoScreenPos(pos);
grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5;
grabPassPos.zw = pos.zw;
}
inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset)
{
half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
bump = bump * 0.5;
half3 normal = UnpackNormal(bump);
normal.xy *= bumpStrength;
normal.xy += perVertxOffset;
return normalize(normal);
}
inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
{
half4 bump = tex2D(bumpMap, coords.xy);
bump.xy = bump.wy - half2(0.5, 0.5);
half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
return normalize(worldNormal);
}
inline half4 Foam(sampler2D shoreTex, half4 coords, half amount)
{
half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125;
foam.a = amount;
return foam;
}
inline half4 Foam(sampler2D shoreTex, half4 coords)
{
half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
return foam;
}
inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power)
{
half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0);
half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power));
return refl2Refr;
}
inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel)
{
half facing = saturate(dot(-viewVector, worldNormal));
half fresn = tex2D(fresnel, half2(facing, 0.5f)).b;
return fresn;
}
inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB,
sampler2D mapC, half4 uv,
half vertexStrength, half3 normal,
out half4 vertexOffset, out half2 normalOffset)
{
half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0));
tf /= 3.0;
tf.rga = tf.rga-half3(0.5,0.5,0.0);
// height displacement in alpha channel, normals info in rgb
vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength;
normalOffset = tf.rg;
}
inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB,
sampler2D mapC, half4 uv,
half vertexStrength, half normalsStrength,
out half4 vertexOffset, out half2 normalOffset)
{
// @NOTE: for best performance, this should really be properly packed!
half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
tf *= 0.5;
tf.rga = tf.rga-half3(0.5,0.5,0.0);
// height displacement in alpha channel, normals info in rgb
vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength;
normalOffset = tf.rg * normalsStrength;
}
half4 ExtinctColor (half4 baseColor, half extinctionAmount)
{
// tweak the extinction coefficient for different coloring
return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0);
}
half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
{
half3 offsets;
offsets.x =
steepness * amp * dir.x *
cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
offsets.z =
steepness * amp * dir.y *
cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
offsets.y =
amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x);
return offsets;
}
half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 offsets;
half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw;
half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
half4 SIN = sin (dotABCD + TIME);
offsets.x = dot(COS, half4(AB.xz, CD.xz));
offsets.z = dot(COS, half4(AB.yw, CD.yw));
offsets.y = dot(SIN, amp);
return offsets;
}
half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
{
half3 nrml = half3(0,0,0);
nrml.x -=
dir.x * (amp * freq) *
cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
nrml.z -=
dir.y * (amp * freq) *
cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
return nrml;
}
half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 nrml = half3(0,2.0,0);
half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
half4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
nrml.x -= dot(COS, half4(AB.xz, CD.xz));
nrml.z -= dot(COS, half4(AB.yw, CD.yw));
nrml.xz *= _GerstnerIntensity;
nrml = normalize (nrml);
return nrml;
}
void Gerstner ( out half3 offs, out half3 nrml,
half3 vtx, half3 tileableVtx,
half4 amplitude, half4 frequency, half4 steepness,
half4 speed, half4 directionAB, half4 directionCD )
{
#ifdef WATER_VERTEX_DISPLACEMENT_ON
offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD);
nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD);
#else
offs = half3(0,0,0);
nrml = half3(0,1,0);
#endif
}
#endif

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