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using UnityEngine;
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namespace UnityStandardAssets.Water
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{
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[ExecuteInEditMode]
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public class WaterBasic : MonoBehaviour
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{
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{
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Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
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@ -1,90 +0,0 @@
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
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Shader "FX/Water (Basic)" {
|
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Properties {
|
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_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
|
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_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
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[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
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[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
|
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WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
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}
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CGINCLUDE
|
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#include "UnityCG.cginc"
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uniform float4 _horizonColor;
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|
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uniform float4 WaveSpeed;
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uniform float _WaveScale;
|
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uniform float4 _WaveOffset;
|
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|
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struct appdata {
|
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float4 vertex : POSITION;
|
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float3 normal : NORMAL;
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};
|
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|
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struct v2f {
|
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float4 pos : SV_POSITION;
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float2 bumpuv[2] : TEXCOORD0;
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float3 viewDir : TEXCOORD2;
|
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UNITY_FOG_COORDS(3)
|
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};
|
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|
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v2f vert(appdata v)
|
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{
|
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v2f o;
|
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float4 s;
|
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|
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o.pos = UnityObjectToClipPos(v.vertex);
|
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|
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// scroll bump waves
|
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float4 temp;
|
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float4 wpos = mul (unity_ObjectToWorld, v.vertex);
|
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temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
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o.bumpuv[0] = temp.xy * float2(.4, .45);
|
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o.bumpuv[1] = temp.wz;
|
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|
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// object space view direction
|
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o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
|
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|
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UNITY_TRANSFER_FOG(o,o.pos);
|
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return o;
|
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}
|
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|
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ENDCG
|
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|
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Subshader {
|
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Tags { "RenderType"="Opaque" }
|
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Pass {
|
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|
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CGPROGRAM
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#pragma vertex vert
|
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#pragma fragment frag
|
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#pragma multi_compile_fog
|
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|
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sampler2D _BumpMap;
|
||||
sampler2D _ColorControl;
|
||||
|
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half4 frag( v2f i ) : COLOR
|
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{
|
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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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}
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|
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}
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linearTexture: 0
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 2
|
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mipMapFadeDistanceEnd: 3
|
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bumpmap:
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heightScale: .100000001
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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cubemapConvolution: 0
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cubemapConvolutionSteps: 8
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using UnityEngine;
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namespace UnityStandardAssets.Water
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(WaterBase))]
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{
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{
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if (enabled)
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{
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OnDisable();
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Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
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}
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public void OnDisable()
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{
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Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
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@ -1,8 +0,0 @@
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using UnityEngine;
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namespace UnityStandardAssets.Water
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{
|
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[ExecuteInEditMode]
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[RequireComponent(typeof(WaterBase))]
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}
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@ -1,24 +0,0 @@
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using UnityEngine;
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namespace UnityStandardAssets.Water
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{
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public class MeshContainer
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{
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public Mesh mesh;
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public Vector3[] vertices;
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public Vector3[] normals;
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vertices = m.vertices;
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normals = m.normals;
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}
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public void Update()
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{
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mesh.normals = normals;
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}
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}
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@ -1,268 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityStandardAssets.Water
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(WaterBase))]
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{
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|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4185bc77c7194462ca3b1097ef4a5de0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 9800
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,30 +0,0 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: de2ab2b9ac93bb544b9552e49030371b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 11300
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 11350
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,74 +0,0 @@
|
|||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a1da353243062479a9b31c85074a796b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 6400
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,64 +0,0 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2a91e8dd37cdd41efb4859b65aced7a2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 13800
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,6 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e70b47c0cfc1d4b12a3c663d7582a523
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
|
@ -1,163 +0,0 @@
|
|||
// 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;
|
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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|
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Shader "FX/Water4" {
|
||||
Properties {
|
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_ReflectionTex ("Internal reflection", 2D) = "white" {}
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||||
|
||||
_MainTex ("Fallback texture", 2D) = "black" {}
|
||||
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
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_BumpMap ("Normals ", 2D) = "bump" {}
|
||||
|
||||
_DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
|
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_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)
|
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_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)
|
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|
||||
_WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
|
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_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
|
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_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)
|
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_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;
|
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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"
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 475c4a4e617a8401b84ca7b32c7cc460
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
|
@ -1,435 +0,0 @@
|
|||
// 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"
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8aaff0751054e4a9cb4642d01eaf5be9
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
|
@ -1,257 +0,0 @@
|
|||
|
||||
#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
|
|
@ -1,6 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 34e1452e07a0b40c295c5b10aa679465
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue