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- _Parallax: 0.02
|
||||||
|
- _RandomHeight: 0.5
|
||||||
|
- _RandomSpeed: 0.5
|
||||||
|
- _ReflDistort: 0.9267696
|
||||||
|
- _RefrDistort: 1.4393286
|
||||||
|
- _Shininess: 17.1
|
||||||
|
- _ShoreTiling: 56.862743
|
||||||
|
- _SkyBoxReflection: 0.426
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _Speed: 0.4137931
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _UVSec: 0
|
||||||
|
- _WaterDepth: 40.98077
|
||||||
|
- _WaveCapsAmount: 0.18275861
|
||||||
|
- _WaveFoamDistort: 0.27931035
|
||||||
|
- _WaveHeight: 0.5
|
||||||
|
- _WaveLength: 0.5
|
||||||
|
- _WaveScale: 0.046289656
|
||||||
|
- _WaveSpeed: 1
|
||||||
|
- _ZWrite: 1
|
||||||
|
- _isInnerAlphaBlendOrColor: 0
|
||||||
|
m_Colors:
|
||||||
|
- WaveSpeed: {r: 1.086165, g: 4.440575, b: 12.105146, a: -3.0206447}
|
||||||
|
- _AnimationDirection: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _AnimationTiling: {r: 0.04582553, g: 0.0182, b: 0.045714468, a: 0.027129691}
|
||||||
|
- _BaseColor: {r: 0.37208048, g: 0.7794238, b: 0.8161765, a: 1}
|
||||||
|
- _BumpDirection: {r: 30, g: 30, b: 30, a: -50}
|
||||||
|
- _BumpMap_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _BumpTiling: {r: 0.01, g: 0.01, b: 0.01, a: 0.01}
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _DepthColor: {r: 0.027511697, g: 0.14179105, b: 0.13226777, a: 0.4627451}
|
||||||
|
- _DepthColorFade: {r: 0.8880597, g: 0.27834705, b: 0.44463244, a: 0.22352941}
|
||||||
|
- _Displacement: {r: 6.6371665, g: 20.353983, b: -1, a: -0.681416}
|
||||||
|
- _DisplacementXz: {r: 0.6499999, g: -2.9203715, b: 1.6599998, a: -3.9363046}
|
||||||
|
- _DistortParams: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _Extinction: {r: 4.5, g: 75, b: 300, a: 1}
|
||||||
|
- _Foam: {r: 1.03, g: 2.68, b: 0, a: 0}
|
||||||
|
- _FoamWaveParams: {r: 0, g: 0.24918434, b: 3.3395782, a: 1}
|
||||||
|
- _Fresnel_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _GAmplitude: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _GDirectionAB: {r: 0.46914357, g: 0.35405126, b: -0.2, a: 0.1}
|
||||||
|
- _GDirectionCD: {r: 0.7033888, g: -0.6799999, b: 0.7175735, a: -0.2}
|
||||||
|
- _GFrequency: {r: 0.5, g: 0.38, b: 0.59, a: 0.6}
|
||||||
|
- _GSpeed: {r: -3, g: 2, b: 1, a: 3}
|
||||||
|
- _GSteepness: {r: 7, g: 2, b: 6, a: 2}
|
||||||
|
- _HorizonColor: {r: 0.052907113, g: 0.24486735, b: 0.2835821, a: 1}
|
||||||
|
- _InvFadeParemeter: {r: 0.67, g: 0.17, b: 27.39, a: 9.18}
|
||||||
|
- _MainTex_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _ReflectionColor: {r: 0.5794164, g: 0.6849238, b: 0.76119405, a: 0.43137255}
|
||||||
|
- _ReflectionTex_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _ReflectiveColorCube_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _ReflectiveColor_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _RefrColor: {r: 0.5233905, g: 0.9477612, b: 0.9121496, a: 1}
|
||||||
|
- _RefrColorDepth: {r: 0.050066825, g: 0.23134327, b: 0.17049524, a: 1}
|
||||||
|
- _RefractionFog: {r: 0.50543475, g: 0.50543475, b: 0.50543475, a: 0.5}
|
||||||
|
- _RefractionTex_ST: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _ShoreColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ShorePerturbation: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _ShoreTiling: {r: 1, g: 1, b: 0.1, a: 0.1}
|
||||||
|
- _SpecColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _SpecularColor: {r: 0.91791046, g: 0.91791046, b: 0.91791046, a: 1}
|
||||||
|
- _UnderwaterColor: {r: 0.6950323, g: 0.89552236, b: 0.7502397, a: 1}
|
||||||
|
- _WaveOffset: {r: -0, g: -0, b: -0, a: -0}
|
||||||
|
- _WaveScale4: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _WorldLightDir: {r: -0.030375138, g: -0.20139083, b: -0.97903997, a: 0}
|
||||||
|
--- !u!1002 &2100001
|
||||||
|
EditorExtensionImpl:
|
||||||
|
serializedVersion: 6
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8538bd626cb3e80478f62e319f75e337
|
||||||
|
timeCreated: 1513197880
|
||||||
|
licenseType: Store
|
||||||
|
NativeFormatImporter:
|
||||||
|
mainObjectFileID: 0
|
||||||
|
userData:
|
||||||
|
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|
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|
assetBundleVariant:
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|
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|
fileFormatVersion: 2
|
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|
guid: 3cf44bedfd04535428eb215dfe3cbe2d
|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1513196710
|
||||||
|
licenseType: Store
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
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|
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|
assetBundleVariant:
|
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|
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|
guid: ebfb4988eb16add4784122504f75fe2f
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||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1513192272
|
||||||
|
licenseType: Store
|
||||||
|
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|
||||||
|
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|
||||||
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|
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|
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|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1513687183
|
||||||
|
licenseType: Store
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,164 @@
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,13 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6fe99e92f179e48498503818d15ac6aa
|
||||||
|
timeCreated: 1513284761
|
||||||
|
licenseType: Store
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences:
|
||||||
|
- material: {fileID: 2100000, guid: 8538bd626cb3e80478f62e319f75e337, type: 2}
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
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|
||||||
|
fileFormatVersion: 2
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|
guid: 5c6a6df342b52d24092cf6bbb590c535
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|
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|
licenseType: Store
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
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|
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|
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|
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|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -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
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||||||
|
ColorMask RGB
|
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|
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||||||
|
GrabPass { "_RefractionTex" }
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|
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|
Pass {
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|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ZTest LEqual
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
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|
|
||||||
|
#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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|
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"version": "14.0.9",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.render-pipelines.core": "14.0.9",
|
||||||
|
"com.unity.searcher": "4.9.2"
|
||||||
|
}
|
||||||
|
},
|
||||||
"com.unity.test-framework": {
|
"com.unity.test-framework": {
|
||||||
"version": "1.1.33",
|
"version": "1.1.33",
|
||||||
"depth": 1,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.ext.nunit": "1.0.6",
|
"com.unity.ext.nunit": "1.0.6",
|
||||||
|
@ -134,6 +211,15 @@
|
||||||
"com.unity.modules.imgui": "1.0.0"
|
"com.unity.modules.imgui": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"com.unity.visualeffectgraph": {
|
||||||
|
"version": "14.0.9",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.shadergraph": "14.0.9",
|
||||||
|
"com.unity.render-pipelines.core": "14.0.9"
|
||||||
|
}
|
||||||
|
},
|
||||||
"com.unity.visualscripting": {
|
"com.unity.visualscripting": {
|
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"version": "1.9.1",
|
"version": "1.9.1",
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"depth": 0,
|
"depth": 0,
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|
|
|
@ -0,0 +1,17 @@
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{
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"MonoBehaviour": {
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|
"Version": 4,
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|
"EnableBurstCompilation": true,
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|
"EnableOptimisations": true,
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|
"EnableSafetyChecks": false,
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|
"EnableDebugInAllBuilds": false,
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||||||
|
"DebugDataKind": 1,
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|
"EnableArmv9SecurityFeatures": false,
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||||||
|
"CpuMinTargetX32": 0,
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|
"CpuMaxTargetX32": 0,
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|
"CpuMinTargetX64": 0,
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|
"CpuMaxTargetX64": 0,
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|
"CpuTargetsArm64": 512,
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|
"OptimizeFor": 0
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|
}
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|
}
|
|
@ -0,0 +1,17 @@
|
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|
{
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|
"MonoBehaviour": {
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|
"Version": 4,
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|
"EnableBurstCompilation": true,
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|
"EnableOptimisations": true,
|
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|
"EnableSafetyChecks": false,
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|
"EnableDebugInAllBuilds": false,
|
||||||
|
"DebugDataKind": 1,
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|
"EnableArmv9SecurityFeatures": false,
|
||||||
|
"CpuMinTargetX32": 0,
|
||||||
|
"CpuMaxTargetX32": 0,
|
||||||
|
"CpuMinTargetX64": 0,
|
||||||
|
"CpuMaxTargetX64": 0,
|
||||||
|
"CpuTargetsX64": 72,
|
||||||
|
"OptimizeFor": 0
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|
}
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|
}
|
|
@ -0,0 +1,16 @@
|
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|
{
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|
"MonoBehaviour": {
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|
"Version": 4,
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|
"EnableBurstCompilation": true,
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|
"EnableOptimisations": true,
|
||||||
|
"EnableSafetyChecks": false,
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||||||
|
"EnableDebugInAllBuilds": false,
|
||||||
|
"DebugDataKind": 1,
|
||||||
|
"EnableArmv9SecurityFeatures": false,
|
||||||
|
"CpuMinTargetX32": 0,
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||||||
|
"CpuMaxTargetX32": 0,
|
||||||
|
"CpuMinTargetX64": 0,
|
||||||
|
"CpuMaxTargetX64": 0,
|
||||||
|
"OptimizeFor": 0
|
||||||
|
}
|
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|
}
|
|
@ -0,0 +1,6 @@
|
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|
{
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|
"MonoBehaviour": {
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"Version": 4,
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|
"DisabledWarnings": ""
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|
}
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|
}
|
|
@ -0,0 +1,17 @@
|
||||||
|
%YAML 1.1
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|
%TAG !u! tag:unity3d.com,2011:
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|
--- !u!114 &1
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MonoBehaviour:
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m_Script: {fileID: 11500000, guid: de02f9e1d18f588468e474319d09a723, type: 3}
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shaderVariantLimit: 128
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customInterpolatorErrorThreshold: 32
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customInterpolatorWarningThreshold: 16
|
|
@ -3,10 +3,16 @@
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--- !u!937362698 &1
|
--- !u!937362698 &1
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|
VFXManager:
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m_FixedTimeStep: 0.016666668
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m_FixedTimeStep: 0.016666668
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m_MaxDeltaTime: 0.05
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m_MaxDeltaTime: 0.05
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m_MaxScrubTime: 30
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m_RuntimeResources: {fileID: 11400000, guid: bc10b42afe3813544bffd38ae2cd893d, type: 2}
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m_BatchEmptyLifetime: 300
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|
|
@ -0,0 +1,43 @@
|
||||||
|
# Unity Terrain Beispiel
|
||||||
|
|
||||||
|
## Schritte
|
||||||
|
|
||||||
|
### Szene Laden
|
||||||
|
|
||||||
|
### Terrain hinzufügen
|
||||||
|
|
||||||
|
1. Rechtsklick auf Szene
|
||||||
|
2. GameObject > 3D Object > Terrain
|
||||||
|
3. Dann Modellieren
|
||||||
|
4. Kamera positionieren
|
||||||
|
|
||||||
|
### Pflanzen
|
||||||
|
|
||||||
|
### Fels
|
||||||
|
|
||||||
|
Paint Texture
|
||||||
|
Dann der Rock hinzufügen
|
||||||
|
|
||||||
|
### Wasser
|
||||||
|
|
||||||
|
1. GameObject
|
||||||
|
2. Low Poly Water
|
||||||
|
3. Dialog
|
||||||
|
1. 100, 100, 1200, 1200
|
||||||
|
4. Pos 600,0,600
|
||||||
|
5. Scale 2, 1, 2
|
||||||
|
6. Testen
|
||||||
|
7. Dann Waveheight auf 5
|
||||||
|
|
||||||
|
### Skybox
|
||||||
|
|
||||||
|
Neues Material
|
||||||
|
Render -> Skybox/Procedural
|
||||||
|
|
||||||
|
Mit Cubic könnt ihr eigene Bilder nehmen
|
||||||
|
|
||||||
|
## Quellen
|
||||||
|
|
||||||
|
### Clouds_PS
|
||||||
|
|
||||||
|
[Clouds VFX Effect Particle System | How to make Clouds using unity Particle System VFX - Aqsa Nadeem](https://www.youtube.com/watch?v=H0jUEuPENKI)
|
Loading…
Reference in New Issue