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a/Assets/Scripts/EasterEggHandler.cs b/Assets/Scripts/EasterEggHandler.cs new file mode 100644 index 0000000..1776543 --- /dev/null +++ b/Assets/Scripts/EasterEggHandler.cs @@ -0,0 +1,47 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace Assets.Scripts +{ + class EasterEggHandler + { + public static void applyEasterEgg(Player player) + { + applyNameEasterEgg(player); + } + + private static void applyNameEasterEgg(Player player) + { + //maxHealth, maxSecondary, strength, dexterity, intelligence + int[] result = new int[5]; + switch (player.getPlayerName().ToLower()) + { + case "threetimes8": + result[0] = 240; + result[1] = 240; + result[2] = 24; + result[3] = 24; + result[4] = 24; + break; + case "finnchen123": + result[0] = 1230; + result[1] = 1230; + result[2] = 123; + result[3] = 123; + result[4] = 123; + break; + case "thefluffeypanda": + result[0] = 470; + result[1] = 470; + result[2] = 47; + result[3] = 47; + result[4] = 47; + break; + } + player.setStats(result); + } + } +} diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index 707922a..115d2dc 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -250,6 +250,15 @@ namespace Assets.Scripts return result; } + public void setStats(int[] stats) + { + maxHealth = stats[0]; + maxSecondary = stats[1]; + strength = stats[2]; + dexterity = stats[3]; + intelligence = stats[4]; + } + public void displayAction(int index, GameObject image, GameObject desc) { skills[index].display(image, desc, secondary); @@ -470,5 +479,10 @@ namespace Assets.Scripts skills[i-1].displaySkill(skill.transform.Find("imgAction").gameObject, skill.transform.Find("descAction").gameObject); } } + + public string getPlayerName() + { + return playername; + } } } diff --git a/Assets/Scripts/UIHandler.cs b/Assets/Scripts/UIHandler.cs index 900e172..dd40243 100644 --- a/Assets/Scripts/UIHandler.cs +++ b/Assets/Scripts/UIHandler.cs @@ -26,6 +26,7 @@ namespace Assets.Scripts public GameObject tooltip; public GameObject tutorial; public GameObject buttonsHUD; + public GameObject waterLayer; public UIState state; @@ -43,6 +44,19 @@ namespace Assets.Scripts if (state == UIState.GAME) { updatePlayerHUD(); + switchWaterLayer(); + } + } + + private void switchWaterLayer() + { + if (GameObject.Find("Player").transform.position.y < -1) + { + waterLayer.transform.localScale = new Vector3(1, 1, 1); + } + else + { + waterLayer.transform.localScale = new Vector3(0, 0, 0); } } @@ -354,6 +368,10 @@ namespace Assets.Scripts { obj.transform.localScale = new Vector3(1, 1, 1); } + if (obj != fight && state != UIState.CHARACTERCREATION && state != UIState.MAINMENU) + { + showHUD(); + } } public void displayInformation(string information) diff --git a/Assets/Scripts/WorldGenerator.cs b/Assets/Scripts/WorldGenerator.cs index ba052ea..12e4cef 100644 --- a/Assets/Scripts/WorldGenerator.cs +++ 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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); 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Assets/Environment/Water/Water/Scripts.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: b5b8c0f9acc2944f086c02cb83f4ae76 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs new file mode 100644 index 0000000..24e06cd --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs @@ -0,0 +1,36 @@ +using System; +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"); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta new file mode 100644 index 0000000..2eaaef3 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c62b7d87755b447919138e67f8e22e0c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs new file mode 100644 index 0000000..b64fb63 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs @@ -0,0 +1,9 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + [RequireComponent(typeof(WaterBase))] + public class GerstnerDisplace : Displace { } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta new file mode 100644 index 0000000..dbaa174 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 42e7f46d0e5a84171a3909479c1646ba +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs new file mode 100644 index 0000000..d584fc2 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs @@ -0,0 +1,27 @@ +using System; +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; + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta new file mode 100644 index 0000000..9a16e3e --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 951d74f7d57bed84cb623c62436bd064 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs new file mode 100644 index 0000000..f470cab --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs @@ -0,0 +1,284 @@ +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; + + + Vector3 m_Oldpos; + Camera m_ReflectionCamera; + Material m_SharedMaterial; + Dictionary m_HelperCameras; + + + public void Start() + { + m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial; + } + + + 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(); + + reflectCamera.backgroundColor = clearColor; + reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; + + SetStandardCameraParameter(reflectCamera, reflectionMask); + + if (!reflectCamera.targetTexture) + { + reflectCamera.targetTexture = CreateTextureFor(cam); + } + + return reflectCamera; + } + + + void SetStandardCameraParameter(Camera cam, LayerMask mask) + { + cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water")); + cam.backgroundColor = Color.black; + cam.enabled = false; + } + + + 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(); + } + + 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"); + } + + + 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; + } + + + void SaneCameraSettings(Camera helperCam) + { + helperCam.depthTextureMode = DepthTextureMode.None; + helperCam.backgroundColor = Color.black; + helperCam.clearFlags = CameraClearFlags.SolidColor; + helperCam.renderingPath = RenderingPath.Forward; + } + + + 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; + } + + + 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; + } + + + static float Sgn(float a) + { + if (a > 0.0F) + { + return 1.0F; + } + if (a < 0.0F) + { + return -1.0F; + } + return 0.0F; + } + + + 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)); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta new file mode 100644 index 0000000..f1b5a12 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4185bc77c7194462ca3b1097ef4a5de0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs new file mode 100644 index 0000000..4bcfb0c --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs @@ -0,0 +1,33 @@ +using System; +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); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta new file mode 100644 index 0000000..4db1a36 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: de2ab2b9ac93bb544b9552e49030371b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs new file mode 100644 index 0000000..98ebe16 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs @@ -0,0 +1,403 @@ +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 m_ReflectionCameras = new Dictionary(); // Camera -> Camera table + private Dictionary m_RefractionCameras = new Dictionary(); // 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() || !GetComponent().sharedMaterial || + !GetComponent().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().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().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 + 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. + void Update() + { + if (!GetComponent()) + { + return; + } + Material mat = GetComponent().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); + } + + 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 mysky = dest.GetComponent(); + 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 + 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(); + reflectionCamera.enabled = false; + reflectionCamera.transform.position = transform.position; + reflectionCamera.transform.rotation = transform.rotation; + reflectionCamera.gameObject.AddComponent(); + 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(); + refractionCamera.enabled = false; + refractionCamera.transform.position = transform.position; + refractionCamera.transform.rotation = transform.rotation; + refractionCamera.gameObject.AddComponent(); + go.hideFlags = HideFlags.HideAndDontSave; + m_RefractionCameras[currentCamera] = refractionCamera; + } + } + } + + WaterMode GetWaterMode() + { + if (m_HardwareWaterSupport < waterMode) + { + return m_HardwareWaterSupport; + } + return waterMode; + } + + WaterMode FindHardwareWaterSupport() + { + if (!GetComponent()) + { + return WaterMode.Simple; + } + + Material mat = GetComponent().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. + 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 + 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; + } + } +} diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta new file mode 100644 index 0000000..f353f10 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs new file mode 100644 index 0000000..bc5afcf --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs @@ -0,0 +1,78 @@ +using System; +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(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta new file mode 100644 index 0000000..2cc0919 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1da353243062479a9b31c85074a796b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs new file mode 100644 index 0000000..65a6124 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs @@ -0,0 +1,67 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + public class WaterTile : MonoBehaviour + { + public PlanarReflection reflection; + public WaterBase waterBase; + + + public void Start() + { + AcquireComponents(); + } + + + void AcquireComponents() + { + if (!reflection) + { + if (transform.parent) + { + reflection = transform.parent.GetComponent(); + } + else + { + reflection = transform.GetComponent(); + } + } + + if (!waterBase) + { + if (transform.parent) + { + waterBase = transform.parent.GetComponent(); + } + else + { + waterBase = transform.GetComponent(); + } + } + } + + +#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); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta new file mode 100644 index 0000000..6245403 --- /dev/null +++ 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+1,163 @@ +// 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 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Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader new file mode 100644 index 0000000..36a3cdc --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader @@ -0,0 +1,450 @@ +// 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" +} diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta new file mode 100644 index 0000000..44952fb --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 475c4a4e617a8401b84ca7b32c7cc460 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader new file mode 100644 index 0000000..ee0d176 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader @@ -0,0 +1,435 @@ +// 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" +} diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta new file mode 100644 index 0000000..8b60e33 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 8aaff0751054e4a9cb4642d01eaf5be9 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc new file mode 100644 index 0000000..961d438 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc @@ -0,0 +1,257 @@ + +#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 diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta new file mode 100644 index 0000000..6d8dcf2 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 34e1452e07a0b40c295c5b10aa679465 +ShaderImporter: + defaultTextures: 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