Added water, added EasterEggs, fixed city count, added hud button functions, v1.2.0
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using System;
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using UnityEngine;
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||||
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||||
namespace UnityStandardAssets.Water
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(WaterBase))]
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public class Displace : MonoBehaviour
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{
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public void Awake()
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{
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if (enabled)
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{
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OnEnable();
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}
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else
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{
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OnDisable();
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}
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}
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public void OnEnable()
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{
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Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
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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.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
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Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
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}
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using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityStandardAssets.Water
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(WaterBase))]
|
||||
public class GerstnerDisplace : Displace { }
|
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}
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guid: 42e7f46d0e5a84171a3909479c1646ba
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using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityStandardAssets.Water
|
||||
{
|
||||
public class MeshContainer
|
||||
{
|
||||
public Mesh mesh;
|
||||
public Vector3[] vertices;
|
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public Vector3[] normals;
|
||||
|
||||
|
||||
public MeshContainer(Mesh m)
|
||||
{
|
||||
mesh = m;
|
||||
vertices = m.vertices;
|
||||
normals = m.normals;
|
||||
}
|
||||
|
||||
|
||||
public void Update()
|
||||
{
|
||||
mesh.vertices = vertices;
|
||||
mesh.normals = normals;
|
||||
}
|
||||
}
|
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}
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userData:
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assetBundleName:
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@@ -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;
|
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public String reflectionSampler = "_ReflectionTex";
|
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public float clipPlaneOffset = 0.07F;
|
||||
|
||||
|
||||
Vector3 m_Oldpos;
|
||||
Camera m_ReflectionCamera;
|
||||
Material m_SharedMaterial;
|
||||
Dictionary<Camera, bool> m_HelperCameras;
|
||||
|
||||
|
||||
public void Start()
|
||||
{
|
||||
m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial;
|
||||
}
|
||||
|
||||
|
||||
Camera CreateReflectionCameraFor(Camera cam)
|
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{
|
||||
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;
|
||||
}
|
||||
|
||||
|
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void SetStandardCameraParameter(Camera cam, LayerMask mask)
|
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{
|
||||
cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water"));
|
||||
cam.backgroundColor = Color.black;
|
||||
cam.enabled = false;
|
||||
}
|
||||
|
||||
|
||||
RenderTexture CreateTextureFor(Camera cam)
|
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{
|
||||
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>();
|
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}
|
||||
|
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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()
|
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{
|
||||
Shader.EnableKeyword("WATER_REFLECTIVE");
|
||||
Shader.DisableKeyword("WATER_SIMPLE");
|
||||
}
|
||||
|
||||
|
||||
public void OnDisable()
|
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{
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4185bc77c7194462ca3b1097ef4a5de0
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de2ab2b9ac93bb544b9552e49030371b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
403
Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs
Normal file
403
Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs
Normal file
@@ -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<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
|
||||
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<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);
|
||||
}
|
||||
|
||||
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
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WaterMode GetWaterMode()
|
||||
{
|
||||
if (m_HardwareWaterSupport < waterMode)
|
||||
{
|
||||
return m_HardwareWaterSupport;
|
||||
}
|
||||
return waterMode;
|
||||
}
|
||||
|
||||
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.
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1da353243062479a9b31c85074a796b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -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<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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a91e8dd37cdd41efb4859b65aced7a2
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e70b47c0cfc1d4b12a3c663d7582a523
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +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 = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
|
||||
color.rgb = lerp( water.rgb, refl.rgb, water.a );
|
||||
color.a = refl.a * water.a;
|
||||
#endif
|
||||
|
||||
#if defined(WATER_SIMPLE)
|
||||
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
|
||||
color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
|
||||
color.a = _HorizonColor.a;
|
||||
#endif
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, color);
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,6 @@
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||||
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||||
defaultTextures: []
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userData:
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assetBundleName:
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fileFormatVersion: 2
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||||
guid: c22094bc116524b2a95c9aae09278b22
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||||
folderAsset: yes
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||||
DefaultImporter:
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userData:
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||||
assetBundleName:
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||||
Binary file not shown.
|
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fileIDToRecycleName: {}
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mipmaps:
|
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|
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|
||||
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|
||||
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|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 2
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 1
|
||||
externalNormalMap: 1
|
||||
heightScale: .0164516103
|
||||
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|
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|
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|
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textureSettings:
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spriteMeshType: 1
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alignment: 0
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||||
spritePivot: {x: .5, y: .5}
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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||||
spritePixelsToUnits: 100
|
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alphaIsTransparency: 0
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textureType: 1
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||||
buildTargetSettings: []
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||||
spriteSheet:
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sprites: []
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spritePackingTag:
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userData:
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assetBundleName:
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fileFormatVersion: 2
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
|
||||
linearTexture: 0
|
||||
correctGamma: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 2
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: .25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
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||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 0
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||||
cubemapConvolution: 0
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cubemapConvolutionSteps: 8
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 1024
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||||
textureSettings:
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||||
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aniso: 1
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mipBias: 0
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lightmap: 0
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rGBM: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 0
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textureType: -1
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buildTargetSettings: []
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Reference in New Issue
Block a user