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using UnityEngine;
|
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using UnityEditor;
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using System.IO;
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namespace LowPolyWater
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{
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public class GeneratePlane : ScriptableWizard
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{
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public string objectName; //Optional name that can given to created plane gameobject
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public int widthSegments = 1; //Number of pieces for dividing plane vertically
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public int heightSegments = 1; //Number of pieces for dividing plane horizontally
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public float planeWidth = 1.0f;
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public float planeHeight = 1.0f;
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public bool addCollider = false; //Add box collider?
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public Material material; //By default, it is assigned to 'LowPolyWaterMaterial' in the editor
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static Camera cam;
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static Camera lastUsedCam;
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//Generated plane meshes are saved and loaded from Plane Meshes folder (you can change it to whatever you want)
|
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public static string assetSaveLocation = "Assets/Low Poly Water/Plane Meshes/";
|
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|
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[MenuItem("GameObject/LowPoly Water/Generate Water Plane...")]
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static void CreateWizard()
|
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{
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cam = Camera.current;
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// Hack because camera.current doesn't return editor camera if scene view doesn't have focus
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if (!cam)
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{
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cam = lastUsedCam;
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}
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else
|
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{
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lastUsedCam = cam;
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}
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//Check if the asset save location folder exists
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//If the folder doesn't exists, create it
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if (!Directory.Exists(assetSaveLocation))
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{
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Directory.CreateDirectory(assetSaveLocation);
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}
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//Open Wizard
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DisplayWizard("Generate Water Plane", typeof(GeneratePlane));
|
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}
|
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void OnWizardUpdate()
|
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{
|
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//Max segment number is 254, because a mesh can't have more
|
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//than 65000 vertices (254^2 = 64516 max. number of vertices)
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widthSegments = Mathf.Clamp(widthSegments, 1, 254);
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heightSegments = Mathf.Clamp(heightSegments, 1, 254);
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}
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private void OnWizardCreate()
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{
|
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//Create an empty gamobject
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GameObject plane = new GameObject();
|
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|
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//If user hasn't assigned a name, by default object name is 'Plane'
|
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if (string.IsNullOrEmpty(objectName))
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{
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plane.name = "Plane";
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}
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else
|
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{
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plane.name = objectName;
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}
|
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//Create Mesh Filter and Mesh Renderer components
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MeshFilter meshFilter = plane.AddComponent(typeof(MeshFilter)) as MeshFilter;
|
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MeshRenderer meshRenderer = plane.AddComponent((typeof(MeshRenderer))) as MeshRenderer;
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meshRenderer.sharedMaterial = material;
|
||||
|
||||
//Generate a name for the mesh that will be created
|
||||
string planeMeshAssetName = plane.name + widthSegments + "x" + heightSegments
|
||||
+ "W" + planeWidth + "H" + planeHeight + ".asset";
|
||||
|
||||
//Load the mesh from the save location
|
||||
Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath(assetSaveLocation + planeMeshAssetName, typeof(Mesh));
|
||||
|
||||
//If there isn't a mesh located under assets, create the mesh
|
||||
if (m == null)
|
||||
{
|
||||
m = new Mesh();
|
||||
m.name = plane.name;
|
||||
|
||||
int hCount2 = widthSegments + 1;
|
||||
int vCount2 = heightSegments + 1;
|
||||
int numTriangles = widthSegments * heightSegments * 6;
|
||||
int numVertices = hCount2 * vCount2;
|
||||
|
||||
Vector3[] vertices = new Vector3[numVertices];
|
||||
Vector2[] uvs = new Vector2[numVertices];
|
||||
int[] triangles = new int[numTriangles];
|
||||
Vector4[] tangents = new Vector4[numVertices];
|
||||
Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
|
||||
Vector2 anchorOffset = Vector2.zero;
|
||||
|
||||
int index = 0;
|
||||
float uvFactorX = 1.0f / widthSegments;
|
||||
float uvFactorY = 1.0f / heightSegments;
|
||||
float scaleX = planeWidth / widthSegments;
|
||||
float scaleY = planeHeight / heightSegments;
|
||||
|
||||
//Generate the vertices
|
||||
for (float y = 0.0f; y < vCount2; y++)
|
||||
{
|
||||
for (float x = 0.0f; x < hCount2; x++)
|
||||
{
|
||||
vertices[index] = new Vector3(x * scaleX - planeWidth / 2f - anchorOffset.x, 0.0f, y * scaleY - planeHeight / 2f - anchorOffset.y);
|
||||
|
||||
tangents[index] = tangent;
|
||||
uvs[index++] = new Vector2(x * uvFactorX, y * uvFactorY);
|
||||
}
|
||||
}
|
||||
|
||||
//Reset the index and generate triangles
|
||||
index = 0;
|
||||
for (int y = 0; y < heightSegments; y++)
|
||||
{
|
||||
for (int x = 0; x < widthSegments; x++)
|
||||
{
|
||||
triangles[index] = (y * hCount2) + x;
|
||||
triangles[index + 1] = ((y + 1) * hCount2) + x;
|
||||
triangles[index + 2] = (y * hCount2) + x + 1;
|
||||
|
||||
triangles[index + 3] = ((y + 1) * hCount2) + x;
|
||||
triangles[index + 4] = ((y + 1) * hCount2) + x + 1;
|
||||
triangles[index + 5] = (y * hCount2) + x + 1;
|
||||
index += 6;
|
||||
}
|
||||
}
|
||||
|
||||
//Update the mesh properties (vertices, UVs, triangles, normals etc.)
|
||||
m.vertices = vertices;
|
||||
m.uv = uvs;
|
||||
m.triangles = triangles;
|
||||
m.tangents = tangents;
|
||||
m.RecalculateNormals();
|
||||
|
||||
//Save the newly created mesh under save location to reload later
|
||||
AssetDatabase.CreateAsset(m, assetSaveLocation + planeMeshAssetName);
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
|
||||
//Update mesh
|
||||
meshFilter.sharedMesh = m;
|
||||
m.RecalculateBounds();
|
||||
|
||||
//If add collider is set to true, add a box collider
|
||||
if (addCollider)
|
||||
plane.AddComponent(typeof(BoxCollider));
|
||||
|
||||
//Add LowPolyWater as component
|
||||
plane.AddComponent<LowPolyWater>();
|
||||
|
||||
Selection.activeObject = plane;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,13 @@
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fileFormatVersion: 2
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guid: 6fe99e92f179e48498503818d15ac6aa
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timeCreated: 1513284761
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences:
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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101
Assets/LowPolyWater_Pack/Scripts/LowPolyWater.cs
Normal file
101
Assets/LowPolyWater_Pack/Scripts/LowPolyWater.cs
Normal file
@ -0,0 +1,101 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace LowPolyWater
|
||||
{
|
||||
public class LowPolyWater : MonoBehaviour
|
||||
{
|
||||
public float waveHeight = 0.5f;
|
||||
public float waveFrequency = 0.5f;
|
||||
public float waveLength = 0.75f;
|
||||
|
||||
//Position where the waves originate from
|
||||
public Vector3 waveOriginPosition = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
MeshFilter meshFilter;
|
||||
Mesh mesh;
|
||||
Vector3[] vertices;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
//Get the Mesh Filter of the gameobject
|
||||
meshFilter = GetComponent<MeshFilter>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
CreateMeshLowPoly(meshFilter);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rearranges the mesh vertices to create a 'low poly' effect
|
||||
/// </summary>
|
||||
/// <param name="mf">Mesh filter of gamobject</param>
|
||||
/// <returns></returns>
|
||||
MeshFilter CreateMeshLowPoly(MeshFilter mf)
|
||||
{
|
||||
mesh = mf.sharedMesh;
|
||||
|
||||
//Get the original vertices of the gameobject's mesh
|
||||
Vector3[] originalVertices = mesh.vertices;
|
||||
|
||||
//Get the list of triangle indices of the gameobject's mesh
|
||||
int[] triangles = mesh.triangles;
|
||||
|
||||
//Create a vector array for new vertices
|
||||
Vector3[] vertices = new Vector3[triangles.Length];
|
||||
|
||||
//Assign vertices to create triangles out of the mesh
|
||||
for (int i = 0; i < triangles.Length; i++)
|
||||
{
|
||||
vertices[i] = originalVertices[triangles[i]];
|
||||
triangles[i] = i;
|
||||
}
|
||||
|
||||
//Update the gameobject's mesh with new vertices
|
||||
mesh.vertices = vertices;
|
||||
mesh.SetTriangles(triangles, 0);
|
||||
mesh.RecalculateBounds();
|
||||
mesh.RecalculateNormals();
|
||||
this.vertices = mesh.vertices;
|
||||
|
||||
return mf;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
GenerateWaves();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Based on the specified wave height and frequency, generate
|
||||
/// wave motion originating from waveOriginPosition
|
||||
/// </summary>
|
||||
void GenerateWaves()
|
||||
{
|
||||
for (int i = 0; i < vertices.Length; i++)
|
||||
{
|
||||
Vector3 v = vertices[i];
|
||||
|
||||
//Initially set the wave height to 0
|
||||
v.y = 0.0f;
|
||||
|
||||
//Get the distance between wave origin position and the current vertex
|
||||
float distance = Vector3.Distance(v, waveOriginPosition);
|
||||
distance = (distance % waveLength) / waveLength;
|
||||
|
||||
//Oscilate the wave height via sine to create a wave effect
|
||||
v.y = waveHeight * Mathf.Sin(Time.time * Mathf.PI * 2.0f * waveFrequency
|
||||
+ (Mathf.PI * 2.0f * distance));
|
||||
|
||||
//Update the vertex
|
||||
vertices[i] = v;
|
||||
}
|
||||
|
||||
//Update the mesh properties
|
||||
mesh.vertices = vertices;
|
||||
mesh.RecalculateNormals();
|
||||
mesh.MarkDynamic();
|
||||
meshFilter.mesh = mesh;
|
||||
}
|
||||
}
|
||||
}
|
12
Assets/LowPolyWater_Pack/Scripts/LowPolyWater.cs.meta
Normal file
12
Assets/LowPolyWater_Pack/Scripts/LowPolyWater.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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guid: 5c6a6df342b52d24092cf6bbb590c535
|
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timeCreated: 1513197676
|
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licenseType: Store
|
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MonoImporter:
|
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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9
Assets/LowPolyWater_Pack/Shaders.meta
Normal file
9
Assets/LowPolyWater_Pack/Shaders.meta
Normal file
@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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guid: 17d9944b3f283fa46965598df2c50009
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folderAsset: yes
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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||||
assetBundleVariant:
|
212
Assets/LowPolyWater_Pack/Shaders/WaterShaded.shader
Normal file
212
Assets/LowPolyWater_Pack/Shaders/WaterShaded.shader
Normal file
@ -0,0 +1,212 @@
|
||||
Shader "LowPolyWater/WaterShaded" {
|
||||
Properties {
|
||||
|
||||
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
|
||||
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
|
||||
_Shininess ("Shininess", Float) = 10
|
||||
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
|
||||
|
||||
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.2 ,0.39, 0.5, 1.0)
|
||||
|
||||
_BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
|
||||
_BumpDirection ("Foam movement", Vector) = (1.0 ,1.0, -1.0, 1.0)
|
||||
|
||||
_Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
|
||||
[MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0
|
||||
}
|
||||
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityLightingCommon.cginc" // for _LightColor0
|
||||
|
||||
|
||||
sampler2D _ShoreTex;
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform float4 _BaseColor;
|
||||
uniform float _Shininess;
|
||||
|
||||
uniform float4 _InvFadeParemeter;
|
||||
|
||||
uniform float4 _BumpTiling;
|
||||
uniform float4 _BumpDirection;
|
||||
|
||||
uniform float4 _Foam;
|
||||
float _isInnerAlphaBlendOrColor;
|
||||
#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 normalInterpolator : TEXCOORD0;
|
||||
float4 viewInterpolator : TEXCOORD1;
|
||||
float4 bumpCoords : TEXCOORD2;
|
||||
float4 screenPos : TEXCOORD3;
|
||||
float4 grabPassPos : TEXCOORD4;
|
||||
half3 worldRefl : TEXCOORD6;
|
||||
float4 posWorld : TEXCOORD7;
|
||||
float3 normalDir : TEXCOORD8;
|
||||
|
||||
UNITY_FOG_COORDS(5)
|
||||
};
|
||||
|
||||
inline half4 Foam(sampler2D shoreTex, half4 coords)
|
||||
{
|
||||
half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
|
||||
return foam;
|
||||
}
|
||||
|
||||
v2f vert(appdata_full v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
|
||||
|
||||
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
|
||||
half3 vtxForAni = (worldSpaceVertex).xzz;
|
||||
|
||||
half3 offsets = half3(0,0,0);
|
||||
half3 nrml = half3(0,1,0);
|
||||
|
||||
v.vertex.xyz += offsets;
|
||||
|
||||
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=ComputeScreenPos(o.pos);
|
||||
o.normalInterpolator.xyz = nrml;
|
||||
o.viewInterpolator.w = saturate(offsets.y);
|
||||
o.normalInterpolator.w = 1;
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||
float4x4 modelMatrix = unity_ObjectToWorld;
|
||||
float4x4 modelMatrixInverse = unity_WorldToObject;
|
||||
o.posWorld = mul(modelMatrix, v.vertex);
|
||||
o.normalDir = normalize( mul(float4(v.normal, 0.0), modelMatrixInverse).xyz);
|
||||
|
||||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
||||
o.worldRefl = reflect(-worldViewDir, worldNormal);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 calculateBaseColor(v2f input)
|
||||
{
|
||||
float3 normalDirection = normalize(input.normalDir);
|
||||
|
||||
float3 viewDirection = normalize(
|
||||
_WorldSpaceCameraPos - input.posWorld.xyz);
|
||||
float3 lightDirection;
|
||||
float attenuation;
|
||||
|
||||
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
|
||||
{
|
||||
attenuation = 1.0; // no attenuation
|
||||
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
||||
}
|
||||
else // point or spot light
|
||||
{
|
||||
float3 vertexToLightSource =
|
||||
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
|
||||
float distance = length(vertexToLightSource);
|
||||
attenuation = 1.0 / distance; // linear attenuation
|
||||
lightDirection = normalize(vertexToLightSource);
|
||||
}
|
||||
|
||||
float3 ambientLighting =
|
||||
UNITY_LIGHTMODEL_AMBIENT.rgb * _BaseColor.rgb;
|
||||
|
||||
float3 diffuseReflection =
|
||||
attenuation * _LightColor0.rgb * _BaseColor.rgb
|
||||
* max(0.0, dot(normalDirection, lightDirection));
|
||||
|
||||
float3 specularReflection;
|
||||
if (dot(normalDirection, lightDirection) < 0.0)
|
||||
// light source on the wrong side?
|
||||
{
|
||||
specularReflection = float3(0.0, 0.0, 0.0);
|
||||
// no specular reflection
|
||||
}
|
||||
else
|
||||
{
|
||||
specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _Shininess);
|
||||
}
|
||||
|
||||
return half4(ambientLighting + diffuseReflection + specularReflection, 1.0);
|
||||
}
|
||||
|
||||
half4 frag( v2f i ) : SV_Target
|
||||
{
|
||||
|
||||
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));
|
||||
edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
|
||||
#endif
|
||||
|
||||
|
||||
half4 baseColor = calculateBaseColor(i);
|
||||
|
||||
|
||||
half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
|
||||
baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
|
||||
if( _isInnerAlphaBlendOrColor==0)
|
||||
baseColor.rgb += 1.0-edgeBlendFactors.x;
|
||||
if( _isInnerAlphaBlendOrColor==1.0)
|
||||
baseColor.a = edgeBlendFactors.x;
|
||||
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_EDGEBLEND_ON WATER_EDGEBLEND_OFF
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Fallback "Transparent/Diffuse"
|
||||
}
|
10
Assets/LowPolyWater_Pack/Shaders/WaterShaded.shader.meta
Normal file
10
Assets/LowPolyWater_Pack/Shaders/WaterShaded.shader.meta
Normal file
@ -0,0 +1,10 @@
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fileFormatVersion: 2
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timeCreated: 1513201114
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licenseType: Store
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ShaderImporter:
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defaultTextures:
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Assets/LowPolyWater_Pack/Textures.meta
Normal file
9
Assets/LowPolyWater_Pack/Textures.meta
Normal file
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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folderAsset: yes
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/LowPolyWater_Pack/Textures/Foam.tga
Normal file
BIN
Assets/LowPolyWater_Pack/Textures/Foam.tga
Normal file
Binary file not shown.
55
Assets/LowPolyWater_Pack/Textures/Foam.tga.meta
Normal file
55
Assets/LowPolyWater_Pack/Textures/Foam.tga.meta
Normal file
@ -0,0 +1,55 @@
|
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fileFormatVersion: 2
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guid: 5fbcffe9c2077f04186883cb39275fcc
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timeCreated: 1474768986
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licenseType: Store
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TextureImporter:
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fileIDToRecycleName: {}
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serializedVersion: 2
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
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linearTexture: 0
|
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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Loading…
Reference in New Issue
Block a user