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2015-03-03 18:47:18 +02:00
commit c51c5abbb1
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using UnityEngine;
// Sets up transformation matrices to scale&scroll water waves
// for the case where graphics card does not support vertex programs.
[ExecuteInEditMode]
public class WaterSimple : MonoBehaviour
{
void Update()
{
if( !GetComponent<Renderer>() )
return;
Material mat = GetComponent<Renderer>().sharedMaterial;
if( !mat )
return;
Vector4 waveSpeed = mat.GetVector( "WaveSpeed" );
float waveScale = mat.GetFloat( "_WaveScale" );
float t = Time.time / 20.0f;
Vector4 offset4 = waveSpeed * (t * waveScale);
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));
mat.SetVector( "_WaveOffset", offsetClamped );
Vector3 scale = new Vector3( 1.0f/waveScale, 1.0f/waveScale, 1 );
Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale );
mat.SetMatrix( "_WaveMatrix", scrollMatrix );
scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale * 0.45f );
mat.SetMatrix( "_WaveMatrix2", scrollMatrix );
}
}

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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
_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
_BumpMap ("Waves Normalmap ", 2D) = "" { }
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
_MainTex ("Fallback texture", 2D) = "" { }
}
CGINCLUDE
// -----------------------------------------------------------
// This section is included in all program sections below
#include "UnityCG.cginc"
uniform float4 _horizonColor;
uniform float4 WaveSpeed;
uniform float _WaveScale;
uniform float4 _WaveOffset;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float2 bumpuv[2] : TEXCOORD0;
float3 viewDir : TEXCOORD2;
};
v2f vert(appdata v)
{
v2f o;
float4 s;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
// scroll bump waves
float4 temp;
temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
o.bumpuv[0] = temp.xy * float2(.4, .45);
o.bumpuv[1] = temp.wz;
// object space view direction
o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );
return o;
}
ENDCG
// -----------------------------------------------------------
// Fragment program
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _BumpMap;
sampler2D _ColorControl;
half4 frag( v2f i ) : COLOR
{
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
half fresnel = dot( i.viewDir, bump );
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
}
}
// -----------------------------------------------------------
// Old cards
// three texture, cubemaps
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0.5)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture * primary
}
SetTexture [_MainTex] {
Matrix [_WaveMatrix2]
combine texture * primary + previous
}
SetTexture [_ColorControlCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// dual texture, cubemaps
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0.5)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture
}
SetTexture [_ColorControlCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// single texture
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture, primary
}
}
}
}

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