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5
Game/Assets/Standard Assets/Water (Basic)/Sources.meta
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using UnityEngine;
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||||
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||||
// Sets up transformation matrices to scale&scroll water waves
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||||
// for the case where graphics card does not support vertex programs.
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||||
|
||||
[ExecuteInEditMode]
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public class WaterSimple : MonoBehaviour
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{
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void Update()
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{
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if( !GetComponent<Renderer>() )
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return;
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Material mat = GetComponent<Renderer>().sharedMaterial;
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if( !mat )
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return;
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Vector4 waveSpeed = mat.GetVector( "WaveSpeed" );
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float waveScale = mat.GetFloat( "_WaveScale" );
|
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float t = Time.time / 20.0f;
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Vector4 offset4 = waveSpeed * (t * waveScale);
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Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x,1.0f), Mathf.Repeat(offset4.y,1.0f), Mathf.Repeat(offset4.z,1.0f), Mathf.Repeat(offset4.w,1.0f));
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mat.SetVector( "_WaveOffset", offsetClamped );
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Vector3 scale = new Vector3( 1.0f/waveScale, 1.0f/waveScale, 1 );
|
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Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale );
|
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mat.SetMatrix( "_WaveMatrix", scrollMatrix );
|
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scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale * 0.45f );
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}
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}
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Shader "FX/Water (simple)" {
|
||||
Properties {
|
||||
_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
|
||||
_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
|
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_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
|
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_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
|
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_BumpMap ("Waves Normalmap ", 2D) = "" { }
|
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WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
|
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_MainTex ("Fallback texture", 2D) = "" { }
|
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}
|
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CGINCLUDE
|
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// -----------------------------------------------------------
|
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// This section is included in all program sections below
|
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|
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#include "UnityCG.cginc"
|
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|
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uniform float4 _horizonColor;
|
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|
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uniform float4 WaveSpeed;
|
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uniform float _WaveScale;
|
||||
uniform float4 _WaveOffset;
|
||||
|
||||
struct appdata {
|
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float4 vertex : POSITION;
|
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float3 normal : NORMAL;
|
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};
|
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|
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struct v2f {
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float4 pos : SV_POSITION;
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float2 bumpuv[2] : TEXCOORD0;
|
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float3 viewDir : TEXCOORD2;
|
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};
|
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|
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v2f vert(appdata v)
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{
|
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v2f o;
|
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float4 s;
|
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|
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o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
|
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|
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// scroll bump waves
|
||||
float4 temp;
|
||||
temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
|
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o.bumpuv[0] = temp.xy * float2(.4, .45);
|
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o.bumpuv[1] = temp.wz;
|
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|
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// object space view direction
|
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o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );
|
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|
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return o;
|
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}
|
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|
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ENDCG
|
||||
|
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// -----------------------------------------------------------
|
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// Fragment program
|
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Subshader {
|
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Tags { "RenderType"="Opaque" }
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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sampler2D _BumpMap;
|
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sampler2D _ColorControl;
|
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|
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half4 frag( v2f i ) : COLOR
|
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{
|
||||
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
|
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half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
|
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half3 bump = (bump1 + bump2) * 0.5;
|
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|
||||
half fresnel = dot( i.viewDir, bump );
|
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half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
|
||||
|
||||
half4 col;
|
||||
col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
|
||||
col.a = _horizonColor.a;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
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|
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// -----------------------------------------------------------
|
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// Old cards
|
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|
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// three texture, cubemaps
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Color (0.5,0.5,0.5,0.5)
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SetTexture [_MainTex] {
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Matrix [_WaveMatrix]
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combine texture * primary
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}
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SetTexture [_MainTex] {
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Matrix [_WaveMatrix2]
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combine texture * primary + previous
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}
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combine texture +- previous, primary
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Matrix [_Reflection]
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}
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}
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}
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// dual texture, cubemaps
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}
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combine texture +- previous, primary
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Matrix [_Reflection]
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}
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}
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}
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// single texture
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Tags { "RenderType"="Opaque" }
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Pass {
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Color (0.5,0.5,0.5,0)
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Matrix [_WaveMatrix]
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combine texture, primary
|
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}
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}
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}
|
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|
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}
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textureType: 0
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serializedVersion: 2
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mipmaps:
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textureSettings:
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seamlessCubemap: 0
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textureSettings:
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nPOTScale: 0
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lightmap: 0
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 0
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textureType: -1
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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spritePackingTag:
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userData:
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Reference in New Issue
Block a user