Initial Unity project commit
This commit is contained in:
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using System;
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using System.Collections.Generic;
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using UnityEngine;
|
||||
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namespace UnityStandardAssets.Water
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{
|
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[ExecuteInEditMode] // Make water live-update even when not in play mode
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public class Water : MonoBehaviour
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{
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public enum WaterMode
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{
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Simple = 0,
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Reflective = 1,
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Refractive = 2,
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};
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public WaterMode waterMode = WaterMode.Refractive;
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public bool disablePixelLights = true;
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public int textureSize = 256;
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public float clipPlaneOffset = 0.07f;
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public LayerMask reflectLayers = -1;
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public LayerMask refractLayers = -1;
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private Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
|
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private Dictionary<Camera, Camera> m_RefractionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
|
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private RenderTexture m_ReflectionTexture;
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private RenderTexture m_RefractionTexture;
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private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
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private int m_OldReflectionTextureSize;
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private int m_OldRefractionTextureSize;
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private static bool s_InsideWater;
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||||
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||||
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||||
// This is called when it's known that the object will be rendered by some
|
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// camera. We render reflections / refractions and do other updates here.
|
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// Because the script executes in edit mode, reflections for the scene view
|
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// camera will just work!
|
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public void OnWillRenderObject()
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{
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||||
if (!enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial ||
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!GetComponent<Renderer>().enabled)
|
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{
|
||||
return;
|
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}
|
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|
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Camera cam = Camera.current;
|
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if (!cam)
|
||||
{
|
||||
return;
|
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}
|
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|
||||
// Safeguard from recursive water reflections.
|
||||
if (s_InsideWater)
|
||||
{
|
||||
return;
|
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}
|
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s_InsideWater = true;
|
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|
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// Actual water rendering mode depends on both the current setting AND
|
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// 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;
|
||||
}
|
||||
}
|
||||
}
|
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guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9
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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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Vendored
+163
@@ -0,0 +1,163 @@
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||||
// 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
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
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This is a bundle which includes 4 assets.
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Visit each package listed bellow, add the individual assets to your cart, and you can checkout for free.
|
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|
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1. SurrounDead - Survival Game Assets
|
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Link: https://u3d.as/DUc
|
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----------------------------------------------------------------------------
|
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This is our MAIN PACK that contains tons of assets gathered over the years by
|
||||
constantly providing free updates and expanding the post apocalyptic world.
|
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----------------------------------------------------------------------------
|
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|
||||
2. SurrounDead - Encampment
|
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Link: https://u3d.as/20ER
|
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----------------------------------------------------------------------------
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This pack expands our with NEW base fortification related assets.
|
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----------------------------------------------------------------------------
|
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3. SurrounDead - Garden
|
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Link: https://u3d.as/2oYj
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----------------------------------------------------------------------------
|
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This pack expands our with NEW gardening related assets.
|
||||
----------------------------------------------------------------------------
|
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|
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4. SurrounDead - Bunker
|
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Link: https://u3d.as/2Fau
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----------------------------------------------------------------------------
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This pack expands our with NEW bunker related assets.
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----------------------------------------------------------------------------
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➤UPDATE v1.3.1 ⬆️
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✓ Changes:
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-added support for Unity 2020.3.36 LTS
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|
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➤UPDATE v1.3.0 🌱
|
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✅ New: 26 new assets
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- added Hydroponics Room to Bunker Scene
|
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- added 8x Hydroponics assets
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- added 11x lamps
|
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- added Storage bin
|
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- added Industrial Fan
|
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- added 6x textures
|
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✓ Changes:
|
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- updated Bunker Scene and Assets Overview Scene with the new assets
|
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|
||||
➤UPDATE v1.2.0 🩹
|
||||
✅ New: 29 new assets
|
||||
- added Infirmery Room to Bunker Scene
|
||||
- added 12x Infirmery Props: hospital screens, IV stands, trolley, sink, water dispenser, bucket, first aid cabinet, bed
|
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- added 13x Medical Items: first-aid kit, gauze bandage, pill bottles, pill box, rubbing alcohol, blister pack, syringe, vial
|
||||
- added 4x crates (covered with tarp)
|
||||
- added 8x textures
|
||||
✓ Changes:
|
||||
- updated Bunker Scene and Assets Overview Scene with the new assets
|
||||
|
||||
➤UPDATE v1.1.0 ⚡
|
||||
✅ New: 47 new assets
|
||||
- added Generator Room to Bunker Scene
|
||||
- added 3x Industrial Props: generator,boilers
|
||||
- added 29x modular metal platform assets
|
||||
- added 15x crates (normal and broken)
|
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- added 8x textures
|
||||
✓ Changes:
|
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- updated Bunker Scene and Assets Overview Scene with the new assets
|
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|
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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This asset was uploaded by https://unityassetcollection.com
|
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|
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If you find this package helpful and want to support us.
|
||||
Please go to https://tinyurl.com/d0nat10n
|
||||
We really appreciate your help.
|
||||
Thank you.
|
||||
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||||
|
||||
|
||||
|
||||
For the demo scenes to work properly please make sure you follow the steps below:
|
||||
1. Set Rendering Path to Deferred: Edit-> Project Settings -> Graphics -> Set Rendering Path to Deferred
|
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2. Set Rendering Color Space Set: Edit-> Project Settings -> Player -> Set Rendering Color Space To Gamma
|
||||
3. Download Post Processing Stack v2 from Window -> Package Manager -> Post Processing
|
||||
|
||||
4. SurrounDead - Bunker also uses some assets from SurrounDead Encampment and SurrounDead Garden. If you don't have them you need to unpack Reused Assets.unitypackage file (double click).
|
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|
||||
5. Restart Unity to take effect.
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user