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Sofia 2020-04-21 03:37:24 +03:00
parent a20432bed8
commit 4ab5cb6dbf
50 changed files with 8756 additions and 4 deletions

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using UnityEngine;
using UnityEditor;
using System.IO;
namespace LowPolyWater
{
public class GeneratePlane : ScriptableWizard
{
public string objectName; //Optional name that can given to created plane gameobject
public int widthSegments = 1; //Number of pieces for dividing plane vertically
public int heightSegments = 1; //Number of pieces for dividing plane horizontally
public float planeWidth = 1.0f;
public float planeHeight = 1.0f;
public bool addCollider = false; //Add box collider?
public Material material; //By default, it is assigned to 'LowPolyWaterMaterial' in the editor
static Camera cam;
static Camera lastUsedCam;
//Generated plane meshes are saved and loaded from Plane Meshes folder (you can change it to whatever you want)
public static string assetSaveLocation = "Assets/Low Poly Water/Plane Meshes/";
[MenuItem("GameObject/LowPoly Water/Generate Water Plane...")]
static void CreateWizard()
{
cam = Camera.current;
// Hack because camera.current doesn't return editor camera if scene view doesn't have focus
if (!cam)
{
cam = lastUsedCam;
}
else
{
lastUsedCam = cam;
}
//Check if the asset save location folder exists
//If the folder doesn't exists, create it
if (!Directory.Exists(assetSaveLocation))
{
Directory.CreateDirectory(assetSaveLocation);
}
//Open Wizard
DisplayWizard("Generate Water Plane", typeof(GeneratePlane));
}
void OnWizardUpdate()
{
//Max segment number is 254, because a mesh can't have more
//than 65000 vertices (254^2 = 64516 max. number of vertices)
widthSegments = Mathf.Clamp(widthSegments, 1, 254);
heightSegments = Mathf.Clamp(heightSegments, 1, 254);
}
private void OnWizardCreate()
{
//Create an empty gamobject
GameObject plane = new GameObject();
//If user hasn't assigned a name, by default object name is 'Plane'
if (string.IsNullOrEmpty(objectName))
{
plane.name = "Plane";
}
else
{
plane.name = objectName;
}
//Create Mesh Filter and Mesh Renderer components
MeshFilter meshFilter = plane.AddComponent(typeof(MeshFilter)) as MeshFilter;
MeshRenderer meshRenderer = plane.AddComponent((typeof(MeshRenderer))) as MeshRenderer;
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;
}
}
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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;
}
}
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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"
}

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