Commit e08aa3d6 authored by Yuyang's avatar Yuyang

于:第6关提交

parent 1198edbe
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using UnityEngine;
namespace LowPolyWaterDemo {
public class DemoFreeFlyCamera : MonoBehaviour {
public bool lockCursor = false;
public float cameraSensitivity = 4;
public float normalMoveSpeed = 10;
public float smoothTime = 10f;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start() {
if (lockCursor) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update() {
var dt = Mathf.Clamp(Time.deltaTime, 0f, 0.03f);
rotationX += Input.GetAxis("Mouse X") * cameraSensitivity;
rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity;
rotationY = Mathf.Clamp(rotationY, -90, 90);
if (rotationX > 360) rotationX -= 360f;
var locRot = Quaternion.AngleAxis(rotationX, Vector3.up);
locRot *= Quaternion.AngleAxis(rotationY, Vector3.left);
transform.localRotation = Quaternion.Slerp(transform.localRotation,
locRot, smoothTime * dt);
float speed = normalMoveSpeed * dt;
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
speed *= 4;
var deltaVertical = transform.forward;
var deltaHorizontal = transform.right;
if (Input.GetKey(KeyCode.Space)) { transform.position += Vector3.up * speed; }
if (Input.GetKey(KeyCode.E)) { transform.position -= Vector3.up * speed; }
transform.position += deltaVertical * speed * Input.GetAxis("Vertical");
transform.position += deltaHorizontal * speed * Input.GetAxis("Horizontal");
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
[CustomEditor(typeof(LowPolyWater))]
public class LowPolyWaterInspector : Editor {
private LowPolyWater _myScript;
// We need to use and to call an instnace of the default MaterialEditor
private MaterialEditor _materialEditor;
void OnEnable() {
_myScript = (LowPolyWater)target;
if (_myScript.material != null) {
// Create an instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor(_myScript.material);
}
}
public override void OnInspectorGUI() {
EditorGUI.BeginChangeCheck();
// Draw the material field of LowPolyWater
//EditorGUILayout.PropertyField(serializedObject.FindProperty("material"));
base.OnInspectorGUI();
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
if (_materialEditor != null) {
// Free the memory used by the previous MaterialEditor
DestroyImmediate(_materialEditor);
}
if (_myScript.material != null) {
// Create a new instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor(_myScript.material);
}
}
if (_materialEditor != null) {
// Draw the material's foldout and the material shader field
// Required to call _materialEditor.OnInspectorGUI ();
_materialEditor.DrawHeader();
// We need to prevent the user to edit Unity default materials
bool isDefaultMaterial = !AssetDatabase.GetAssetPath(_myScript.material).StartsWith("Assets");
using (new EditorGUI.DisabledGroupScope(isDefaultMaterial)) {
// Draw the material properties
// Works only if the foldout of _materialEditor.DrawHeader () is open
_materialEditor.OnInspectorGUI();
}
}
}
void OnDisable() {
if (_materialEditor != null) {
// Free the memory used by default MaterialEditor
DestroyImmediate(_materialEditor);
}
}
}
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using System;
using UnityEditor;
using UnityEngine;
public class LowPolyWaterShaderGUI : ShaderGUI {
enum Shading { Flat, VertexLit, PixelLit};
MaterialProperty _Color = null;
MaterialProperty _Opacity = null;
MaterialProperty _Gloss = null;
MaterialProperty _Specular = null;
MaterialProperty _SpecColor = null;
MaterialProperty _Smoothness = null;
MaterialProperty _FresnelTex = null;
MaterialProperty _Shading = null;
MaterialProperty _Waves = null;
MaterialProperty _Length = null;
MaterialProperty _Stretch = null;
MaterialProperty _Speed = null;
MaterialProperty _Height = null;
MaterialProperty _Steepness = null;
MaterialProperty _Direction = null;
MaterialProperty _RSpeed = null;
MaterialProperty _RHeight = null;
MaterialProperty _EdgeBlend = null;
MaterialProperty _ShoreColor = null;
MaterialProperty _ShoreIntensity = null;
MaterialProperty _ShoreDistance = null;
MaterialProperty _NoiseTex = null;
MaterialProperty _ZWrite = null;
MaterialProperty __Direction = null;
MaterialProperty __Scale = null;
MaterialProperty __RHeight = null;
MaterialProperty __RSpeed = null;
MaterialProperty __TexSize = null;
MaterialProperty __Speed = null;
MaterialProperty __Height = null;
static readonly GUIContent fresnelLbl = new GUIContent("Fresnel (A)");
static readonly GUIContent noiseLbl = new GUIContent("Noise Texture (A)");
public void FindProperties(MaterialProperty[] props) {
_Color = FindProperty("_Color", props);
_Opacity = FindProperty("_Opacity", props);
_Gloss = FindProperty("_Gloss", props);
_Specular = FindProperty("_Specular", props);
_SpecColor = FindProperty("_SpecColor", props);
_Smoothness = FindProperty("_Smoothness", props);
_FresnelTex = FindProperty("_FresnelTex", props);
_Shading = FindProperty("_Shading", props);
_Waves = FindProperty("_Waves", props);
_Length = FindProperty("_Length", props);
_Stretch = FindProperty("_Stretch", props);
_Speed = FindProperty("_Speed", props);
_Height = FindProperty("_Height", props);
_Steepness = FindProperty("_Steepness", props);
_Direction = FindProperty("_Direction", props);
_RSpeed = FindProperty("_RSpeed", props);
_RHeight = FindProperty("_RHeight", props);
_EdgeBlend = FindProperty("_EdgeBlend", props);
_ShoreColor = FindProperty("_ShoreColor", props);
_ShoreIntensity = FindProperty("_ShoreIntensity", props);
_ShoreDistance = FindProperty("_ShoreDistance", props);
_NoiseTex = FindProperty("_NoiseTex", props);
_ZWrite = FindProperty("_ZWrite", props);
__Direction = FindProperty("_Direction_", props);
__Scale = FindProperty("_Scale_", props);
__RHeight = FindProperty("_RHeight_", props);
__RSpeed = FindProperty("_RSpeed_", props);
__TexSize = FindProperty("_TexSize_", props);
__Speed = FindProperty("_Speed_", props);
__Height = FindProperty("_Height_", props);
}
const int space = 10;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) {
FindProperties(props);
materialEditor.SetDefaultGUIWidths();
materialEditor.UseDefaultMargins();
var scale = __Scale.floatValue;
GUILayout.Label("Lighting", EditorStyles.boldLabel);
materialEditor.ShaderProperty(_Color, _Color.displayName);
materialEditor.ShaderProperty(_Opacity, _Opacity.displayName);
materialEditor.ShaderProperty(_Gloss, _Gloss.displayName);
materialEditor.ShaderProperty(_Specular, _Specular.displayName);
materialEditor.ShaderProperty(_SpecColor, _SpecColor.displayName);
materialEditor.ShaderProperty(_Smoothness, _Smoothness.displayName);
materialEditor.TexturePropertySingleLine(fresnelLbl, _FresnelTex);
EditorGUIUtility.labelWidth -= 30f;
materialEditor.ShaderProperty(_Shading, _Shading.displayName);
EditorGUIUtility.labelWidth += 30f;
GUILayout.Space(space);
GUILayout.Label("Ripples", EditorStyles.boldLabel);
materialEditor.ShaderProperty(_RSpeed, _RSpeed.displayName);
materialEditor.ShaderProperty(_RHeight, _RHeight.displayName);
__RHeight.floatValue = _RHeight.floatValue * scale;
__RSpeed.floatValue = _RSpeed.floatValue * scale;
GUILayout.Space(space);
GUILayout.Label("Waves", EditorStyles.boldLabel);
EditorGUIUtility.labelWidth -= 30f;
materialEditor.ShaderProperty(_Waves, _Waves.displayName);
EditorGUIUtility.labelWidth += 30f;
EditorGUI.BeginDisabledGroup(_Waves.floatValue < .5f);
materialEditor.ShaderProperty(_Length, _Length.displayName);
materialEditor.ShaderProperty(_Stretch, _Stretch.displayName);
materialEditor.ShaderProperty(_Speed, _Speed.displayName);
materialEditor.ShaderProperty(_Height, _Height.displayName);
materialEditor.ShaderProperty(_Steepness, _Steepness.displayName);
materialEditor.ShaderProperty(_Direction, _Direction.displayName);
var steepness = _Steepness.floatValue * _Length.floatValue;
var angle = Mathf.Deg2Rad * _Direction.floatValue;
var cos = Mathf.Cos(angle);
var sin = Mathf.Sin(angle);
__Direction.vectorValue = new Vector4(cos, sin, cos * steepness, sin * steepness);
__Height.floatValue = _Height.floatValue * scale;
__Speed.floatValue = _Speed.floatValue * scale;
EditorGUI.EndDisabledGroup();
GUILayout.Space(space);
GUILayout.Label("Shore Blend", EditorStyles.boldLabel);
materialEditor.ShaderProperty(_EdgeBlend, _EdgeBlend.displayName);
EditorGUI.BeginDisabledGroup(_EdgeBlend.floatValue < .5f);
materialEditor.ShaderProperty(_ShoreColor, _ShoreColor.displayName);
materialEditor.ShaderProperty(_ShoreIntensity, _ShoreIntensity.displayName);
materialEditor.ShaderProperty(_ShoreDistance, _ShoreDistance.displayName);
EditorGUI.EndDisabledGroup();
GUILayout.Space(space);
GUILayout.Label("Other", EditorStyles.boldLabel);
materialEditor.TexturePropertySingleLine(noiseLbl, _NoiseTex);
if(_NoiseTex.textureValue!= null)
__TexSize.floatValue = _NoiseTex.textureValue.height * scale;
materialEditor.ShaderProperty(_ZWrite, _ZWrite.displayName);
//base.OnGUI(materialEditor, props);
}
}
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using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class LowPolyWater : MonoBehaviour {
public Material material;
public Camera _camera;
public int sizeX = 30;
public int sizeZ = 30;
public float waveScale = 1;
[Range(0, 1)]
public float noise = 0;
public enum GridType { Hexagonal, Square };
public GridType gridType;
bool generate;
const int maxVerts = ushort.MaxValue;
const float sin60 = 0.86602540378f;
const float inv_tan60 = 0.57735026919f;
// Deprecated
[HideInInspector]
public float scale = -1;
[HideInInspector]
public int size = -1;
void Start() {
if (material == null || !material.HasProperty("_EdgeBlend")) return;
if (material.GetFloat("_EdgeBlend") > 0.1f) {
SetupCamera();
}
}
void SetupCamera() {
if (_camera == null) _camera = Camera.main;
_camera.depthTextureMode |= DepthTextureMode.Depth;
}
void OnEnable() {
// update deprecated parameters
if(scale != -1 || size != -1) {
sizeX = size;
sizeZ = size;
waveScale = scale;
scale = -1;
size = -1;
}
Scale(material, waveScale);
generate = true;
Generate();
}
public static void Scale(Material material, float scale) {
if (material == null || !material.HasProperty("_Scale_")) return;
material.SetFloat("_Scale_", scale);
material.SetFloat("_RHeight_", material.GetFloat("_RHeight")* scale);
material.SetFloat("_RSpeed_", material.GetFloat("_RSpeed")* scale);
material.SetFloat("_Height_", material.GetFloat("_Height")* scale);
material.SetFloat("_Speed_", material.GetFloat("_Speed")* scale);
var noiseTex = material.GetTexture("_NoiseTex");
if (noiseTex != null)
material.SetFloat("_TexSize_", noiseTex.height * scale);
var steepness = material.GetFloat("_Steepness") * material.GetFloat("_Length");
var angle = Mathf.Deg2Rad * material.GetFloat("_Direction");
var cos = Mathf.Cos(angle);
var sin = Mathf.Sin(angle);
material.SetVector("__Direction", new Vector4(cos, sin, cos * steepness, sin * steepness));
}
#if UNITY_EDITOR
// the code below only compiles inside the editor!
void OnValidate() {
sizeX = Mathf.Clamp(sizeX, 1, 256);
sizeZ = Mathf.Clamp(sizeZ, 1, 256);
var mfs = GetComponentsInChildren<MeshFilter>();
generate = GUI.changed || mfs == null || mfs.Length == 0;
if (!generate) {
for (int i = 0; i < mfs.Length; i++) {
if (mfs[i].sharedMesh == null) {
generate = true;
break;
}
}
}
}
void Update() {
Generate();
}
#endif
void OnDestroy() {
CleanUp();
}
void CleanUp() {
// clear all previous objects
var mfs = GetComponentsInChildren<MeshFilter>();
for (int i = 0; i < mfs.Length; i++) {
if (Application.isPlaying) {
Destroy(mfs[i].gameObject);
} else {
DestroyImmediate(mfs[i].gameObject);
}
}
}
#region Generation code
void Generate() {
if (material == null || !material.HasProperty("_EdgeBlend")) return;
if (material.GetFloat("_EdgeBlend") > 0.1f) {
SetupCamera();
}
Scale(material, waveScale);
if (!generate) return;
generate = false;
if (gridType == GridType.Hexagonal) {
GenerateHexagonal();
} else {
GenerateSquare();
}
}
float Encode(Vector3 v) {
var uv0 = Mathf.Round((v.x + 5) * 10000f);
var uv1 = Mathf.Round((v.z + 5) * 10000f) / 100000f;
return uv0 + uv1;
}
void BakeMesh(List<Vector3> verts, List<int> inds, float rotation = 0f) {
var uvs = new List<Vector2>(inds.Count);
var splitIndices = new List<int>(inds.Count);
var splitVertices = new List<Vector3>(inds.Count);
for (int i = 0; i < inds.Count; i += 3) {
splitIndices.Add(i % maxVerts);
splitIndices.Add((i + 1) % maxVerts);
splitIndices.Add((i + 2) % maxVerts);
var v0 = verts[inds[i]];
var v1 = verts[inds[i + 1]];
var v2 = verts[inds[i + 2]];
splitVertices.Add(v0);
splitVertices.Add(v1);
splitVertices.Add(v2);
var uv = new Vector2();
uv.x = Encode(v0 - v1);
uv.y = Encode(v0 - v2);
uvs.Add(uv);
uv.x = Encode(v1 - v2);
uv.y = Encode(v1 - v0);
uvs.Add(uv);
uv.x = Encode(v2 - v0);
uv.y = Encode(v2 - v1);
uvs.Add(uv);
}
CleanUp();
int numGO = Mathf.CeilToInt(splitVertices.Count / (float)maxVerts);
for (int i = 0, pos = 0; i < numGO; i++, pos += maxVerts) {
var go = new GameObject("WaterChunk");
if (gameObject != null) go.layer = gameObject.layer;
go.transform.parent = transform;
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.Euler(0, rotation, 0);
go.transform.localScale = Vector3.one;
var mf = go.AddComponent<MeshFilter>();
var mr = go.AddComponent<MeshRenderer>();
mr.sharedMaterial = material;
mr.receiveShadows = false;
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
var mesh = new Mesh();
mesh.name = "WaterChunk";
var len = i == numGO - 1 ? splitVertices.Count - pos : maxVerts;
mesh.SetVertices(splitVertices.GetRange(pos, len));
mesh.SetTriangles(splitIndices.GetRange(pos, len), 0);
mesh.SetUVs(0, uvs.GetRange(pos, len));
mesh.hideFlags = HideFlags.HideAndDontSave;
mf.mesh = mesh;
go.hideFlags = HideFlags.HideAndDontSave;
}
}
void Add(List<Vector3> verts, Vector3 toAdd, float delta) {
if (noise > 0) {
var n = UnityEngine.Random.insideUnitCircle * noise * delta / 2f;
toAdd.x += n.x;
toAdd.z += n.y;
}
verts.Add(toAdd);
}
//int sizeX, sizeZ; //todo
void GenerateSquare() {
var verts = new List<Vector3>();
var inds = new List<int>();
//90degr rot
var numVertsX = sizeX*2;
var numVertsZ = sizeZ*2;
var delta = sin60;
var deltaX = Vector3.right * delta;
var vO = new Vector3(-sizeX * sin60, 0, -sizeZ * sin60);
for (int j = 0; j < numVertsZ + 1; j++) {
bool reverse = j % 2 != 0;
var v = vO + Vector3.forward * j * delta;
int cols = numVertsX + (reverse ? 2 : 1);
for (int i = 0; i < cols; i++) {
Add(verts, v, delta);
if (reverse && (i == 0 || i == cols - 2)) {
v += deltaX / 2f;
} else {
v += deltaX;
}
}
}
int iCur = 0;
for (int j = 0; j < numVertsZ; j++) {
bool reverse = j % 2 != 0;
int ofs = numVertsX + (reverse ? 2 : 1);
int cols = numVertsX + (reverse ? 0 : 0);
int iForw = iCur + ofs;
for (int i = 0; i < cols; i++) {
int iRight = iCur + 1;
int iForwRight = iForw + 1;
inds.Add(iCur);
if (reverse) {
inds.Add(iForw);
inds.Add(iRight);
inds.Add(iForw);
inds.Add(iForwRight);
inds.Add(iRight);
} else {
inds.Add(iForwRight);
inds.Add(iRight);
inds.Add(iCur);
inds.Add(iForw);
inds.Add(iForwRight);
}
iCur = iRight;
iForw = iForwRight;
}
inds.Add(iCur);
if (reverse) {
inds.Add(iForw);
inds.Add(iCur + 1);
iCur += 2;
} else {
inds.Add(iForw);
inds.Add(iForw + 1);
iCur++;
}
}
BakeMesh(verts, inds);
}
void GenerateHexagonal() {
var verts = new List<Vector3>();
var inds = new List<int>();
float delta = size / size;
int vertIndex = 0;
int curNumPoints = 0;
int prevNumPoints = 0;
int numPointsCol0 = sizeX+sizeZ + 1;
int colMin = -sizeX;
int colMax = sizeX;
for (int i = colMin; i <= colMax; i++) {
float x = sin60 * delta * i;
int numPointsColi = numPointsCol0 - Mathf.Abs(i);
int rowMin = -(sizeZ+sizeX)/2;
if (i < 0) rowMin += Mathf.Abs(i);
int rowMax = rowMin + numPointsColi - 1;
curNumPoints += numPointsColi;
for (int j = rowMin; j <= rowMax; j++) {
float z = inv_tan60 * x + delta * j;
var v = new Vector3(x, 0, z);
if (noise > 0) {
var n = UnityEngine.Random.insideUnitCircle * noise * delta / 2f;
v.x += n.x;
v.z += n.y;
}
verts.Add(v);
if (vertIndex < (curNumPoints - 1)) {
if (i >= colMin && i < colMax) {
int padLeft = 0;
if (i < 0) padLeft = 1;
inds.Add(vertIndex);
inds.Add(vertIndex + 1);
inds.Add(vertIndex + numPointsColi + padLeft);
}
if (i > colMin && i <= colMax) {
int padRight = 0;
if (i > 0) padRight = 1;
inds.Add(vertIndex + 1);
inds.Add(vertIndex);
inds.Add(vertIndex - prevNumPoints + padRight);
}
}
vertIndex++;
}
prevNumPoints = numPointsColi;
}
BakeMesh(verts, inds);
}
#endregion
}
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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "LowPolyWater" {
Properties {
// Lighting
_Color ("Color", Color) = (0,0.5,0.7)
_Opacity ("Opacity", Range(0,1)) = 0.7
_Gloss ("Specular Gloss", Range(0,1)) = 0.6
_Specular ("Specular", Range(0.03,3)) = 0.6
_SpecColor("Sun Color", Color) = (1,1,1,1)
_Smoothness("Smoothness", Range(0,1)) = 1
[NoScaleOffset] _FresnelTex ("Fresnel (A) ", 2D) = "" { }
[KeywordEnum(Flat, VertexLit, PixelLit)] _Shading("Shading", Float) = 0
// Waves
[KeywordEnum(Off, LowQuality, HighQuality)] _Waves("Enable Waves", Float) = 0
_Length("Wave Length", Float) = 3.3
_Stretch("Wave Stretch", Float) = 10
_Speed("Wave Speed", Float) = 0.5
_Height ("Wave Height", Float) = 1
_Steepness ("Wave Steepness", Range(0,1)) = 0.5
_Direction ("Wave Direction", Range(0,360)) = 180.0
//Ripples
_RSpeed("Ripple Speed", Float) = 1
_RHeight ("Ripple Height", Float) = 0.2
//Shore
[Toggle] _EdgeBlend("Enable Shore", Float) = 0
_ShoreColor("Shore Color", Color) = (1,1,1,1)
_ShoreIntensity("Shore Intensity", Range(-1,1)) = 0
_ShoreDistance("Shore Distance", Float) = 1
//Other
[NoScaleOffset] _NoiseTex("Noise Texture (A)", 2D) = "white" {}
[Toggle] _ZWrite ("Write To Depth Buffer", Float) = 0
[HideInInspector] _Direction_ ("_Direction_", Vector) = (0,0,0,0)
[HideInInspector] _Scale_("_Scale_", Float) = 1
[HideInInspector] _RHeight_ ("_RHeight_", Float) = 0.2
[HideInInspector] _RSpeed_ ("_RSpeed_", Float) = 0.2
[HideInInspector] _TexSize_("_TexSize_", Float) = 64
[HideInInspector] _Speed_("_Speed_", Float) = 0
[HideInInspector] _Height_("_Height_", Float) = 0
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent-200"}
LOD 200
ZWrite [_ZWrite]
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _SHADING_VERTEXLIT _SHADING_PIXELLIT
#pragma shader_feature _EDGEBLEND_ON
#pragma shader_feature _ _WAVES_OFF _WAVES_HIGHQUALITY
#pragma multi_compile_fog
#include "UnityStandardUtils.cginc"
#include "UnityLightingCommon.cginc"
#if UNITY_VERSION < 540
#define UNITY_VERTEX_INPUT_INSTANCE_ID
#define UNITY_VERTEX_OUTPUT_STEREO
#define UNITY_SETUP_INSTANCE_ID(v)
#define UNITY_TRANSFER_INSTANCE_ID(v,o)
#define UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o)
#define COMPUTESCREENPOS ComputeScreenPos
#else
#define COMPUTESCREENPOS ComputeNonStereoScreenPos
#endif
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
UNITY_FOG_COORDS(0)
#ifdef _SHADING_PIXELLIT
half3 worldPos : TEXCOORD1;
half3 worldNormal : TEXCOORD2;
#else
fixed4 vertexLight : TEXCOORD1;
#endif
#ifdef _EDGEBLEND_ON
float4 screenPos : TEXCOORD3;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
half _RSpeed_, _RHeight_, _Opacity, _Gloss, _Specular, _Smoothness, _TexSize_, _Speed_;
sampler2D _NoiseTex, _FresnelTex;
fixed4 _Color;
#ifdef _EDGEBLEND_ON
sampler2D_float _CameraDepthTexture;
half _ShoreIntensity, _ShoreDistance;
fixed4 _ShoreColor;
#endif
#if !defined(_WAVES_OFF) || (SHADER_TARGET < 30)
half _Height, _Length, _Stretch;
half4 _Direction_; //cos, sin, cos*steepness, sin*steepness
#if defined(_WAVES_HIGHQUALITY) || (SHADER_TARGET < 30)
half _Scale_;
inline float hash( float n ){
return frac(sin(n)*43758.5453);
}
inline float noise( float2 x ){
x /= _Scale_;
float2 p = floor(x);
float2 f = frac(x);
f = f*f*(3.0-2.0*f);//f = smoothstep(0.0, 1.0, f);
float n = p.x + p.y*57.0;
return lerp(lerp( hash(n), hash(n+1.0),f.x), lerp( hash(n+57.0), hash(n+58.0),f.x),f.y) -0.5;
}
#else
inline half noise(float2 uv){
return smoothstep(0,1,tex2Dlod(_NoiseTex, float4(uv/_TexSize_, 0,0)).a)-0.5;
}
#endif
inline void gerstner(inout half3 p, float phase){
half x = p.x*_Direction_.x - p.z*_Direction_.y;
half z = p.z*_Direction_.x + p.x*_Direction_.y;
half n = noise(float2(x/_Stretch, z/_Length + phase));
p.y += _Height*n;
p.xz -= n*_Direction_.wz;
}
#endif
inline half ripple(half2 p, float phase){
float2 uv = float2(p.x, phase+p.y);
#if (SHADER_TARGET < 30)
return noise(uv)*_RHeight_;
#else
return (tex2Dlod(_NoiseTex, float4(uv/_TexSize_, 0,0)).a-0.5)*_RHeight_;
#endif
}
inline half4 lighting(half3 normal, half3 worldPos){
float3 lightDir = _WorldSpaceLightPos0.xyz; // float, else you get artefacts with pixellit
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//diffuse
half3 diff = _Color*max(0.0, dot (normal, lightDir));
//ambient
half3 ambient = max(0.0, ShadeSH9(half4(normal, 1.0)));
//fresnel
half dn = max (0.0, dot( worldViewDir, normal ));
#if (SHADER_TARGET < 30)
half fresPower = 1-dn;
fresPower *= fresPower;
#else
half fresPower = tex2Dlod(_FresnelTex, half4(dn,dn,0,0) ).a;
#endif
half3 fres = ambient * fresPower;
fres = lerp(diff, fres, _Smoothness);
//specular
half3 h = normalize (lightDir + worldViewDir);
half nh = max (0.0, dot (normal, h));
half specPower = pow (nh, _Specular*128.0) * _Gloss;
half3 spec = _SpecColor.rgb*specPower;
return fixed4(
/*rgb: */_Color*ambient + _LightColor0.rgb * (fres + spec),
/*alpha:*/_Opacity*(1.0+0.2*fresPower+specPower));
}
v2f vert (appdata v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 pos0 = mul(unity_ObjectToWorld, v.vertex);
// decode positions
half4 offs = half4(floor(v.uv),frac(v.uv)) * half4(1.0/10000.0, 1.0/10000.0, 10.0, 10.0) - 5.0;
float4 p = v.vertex;
p.xz -= offs.xz;
half3 pos1 = mul(unity_ObjectToWorld, p).xyz;
p.xz = v.vertex.xz-offs.yw;
half3 pos2 = mul(unity_ObjectToWorld, p).xyz;
// ripples
float phase = _Time[1]*_RSpeed_;
pos0.y += ripple(pos0.xz, phase);
pos1.y += ripple(pos1.xz, phase);
pos2.y += ripple(pos2.xz, phase);
// waves
#ifndef _WAVES_OFF
phase = _Time[1]*_Speed_;
gerstner(pos0.xyz, phase);
gerstner(pos1, phase);
gerstner(pos2, phase);
#endif
half3 worldNormal = cross(pos1-pos0.xyz, pos2-pos0.xyz);
worldNormal = normalize(worldNormal);
#ifdef _SHADING_PIXELLIT
o.worldNormal = worldNormal;
o.worldPos = pos0.xyz;
#elif _SHADING_VERTEXLIT
o.vertexLight = lighting(worldNormal, pos0.xyz);
#else // flat shading
o.vertexLight = lighting(worldNormal, (pos0.xyz+pos1+pos2)/3.0);
#endif
o.pos = mul(UNITY_MATRIX_VP, pos0);
#ifdef _EDGEBLEND_ON
o.screenPos = COMPUTESCREENPOS(o.pos);
o.screenPos.z = lerp(o.pos.w, mul(UNITY_MATRIX_V, pos0).z, unity_OrthoParams.w);
#endif
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
return o;
}
fixed4 frag (v2f i) : COLOR {
UNITY_SETUP_INSTANCE_ID(i);
#ifdef _SHADING_PIXELLIT
fixed4 c = lighting(i.worldNormal, i.worldPos);
#else
fixed4 c = i.vertexLight;
#endif
#ifdef _EDGEBLEND_ON
float sceneZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
float perpectiveZ = LinearEyeDepth(sceneZ);
#if defined(UNITY_REVERSED_Z)
sceneZ = 1-sceneZ;
#endif
float orthoZ = sceneZ*(_ProjectionParams.y - _ProjectionParams.z) - _ProjectionParams.y;
sceneZ = lerp(perpectiveZ, orthoZ, unity_OrthoParams.w);
half diff = abs(sceneZ - i.screenPos.z)/_ShoreDistance;
diff = smoothstep(_ShoreIntensity , 1 , diff);
c = lerp(lerp(c, _ShoreColor, _ShoreColor.a), c, diff);
#endif
UNITY_APPLY_FOG(i.fogCoord, c); // apply fog
return c;
}
ENDCG
} // Pass
} // Subshader
Fallback "VertexLit"
CustomEditor "LowPolyWaterShaderGUI"
} // Shader
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