Merge branch 'master' of http://172.16.1.12/huangjiayu/H_SafeExperienceDrivingSystem
# Conflicts: # U3D_DrivingSystem/Assets/Scenes/main_.unity
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- _WiperAxis: 1
|
||||
- _WiperDirection: 0
|
||||
- _WiperInterval: 0.5
|
||||
- _WiperRadius: 0.8
|
||||
- _WiperRange: 0.2
|
||||
- _WiperSpeed: 0.6
|
||||
- _WiperStart: 0
|
||||
- _WiperTime: 0.492
|
||||
- _ZWrite: 1
|
||||
- rainAmount: 1
|
||||
- rainRange: 1
|
||||
- rainSpeed: 0.45
|
||||
m_Colors:
|
||||
- _Color: {r: 0.30882353, g: 0.23615916, b: 0.23615916, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _WiperPoint1: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _WiperPoint2: {r: 8, g: 0, b: 0, a: 0}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
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|
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|
|
@ -0,0 +1,247 @@
|
|||
// This shader is converted from
|
||||
// Heartfelt(https://www.shadertoy.com/view/ltffzl) - by Martijn Steinrucken aka BigWings - 2017
|
||||
// countfrolic@gmail.com
|
||||
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
|
||||
Shader "Custom/NormalRaindrop" {
|
||||
Properties {
|
||||
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
||||
_ScreenWidth("Screen Width", float) = 0
|
||||
_ScreenHeight("Screen Height", float) = 0
|
||||
_RainSpeed("Rain Speed", Range(0.1, 5)) = 0.25
|
||||
_RainAmount("Rain Amount", Range(0.1, 1)) = 0.2
|
||||
_RainBlur("Rain Blur", Range(0, 1)) = 0
|
||||
_RangeAmount("Range Amount", Range(0, 1)) = 0.2
|
||||
_RangeRadius("Range Radius", Range(0, 1)) = 0
|
||||
_WiperStart("Wiper Start", Range(0, 1)) = 0
|
||||
_WiperAmount("Wiper Amount", Range(0, 1)) = 0
|
||||
_WiperAngle("Wiper Angle", Range(0, 90)) = 0
|
||||
_WiperAxis("Wiper Axis", int) = 0
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
|
||||
LOD 200
|
||||
GrabPass{"_GrabTexture"}
|
||||
Pass{
|
||||
CGPROGRAM
|
||||
#pragma enable_d3d11_debug_symbols
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 grabUV : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _GrabTexture;
|
||||
float _ScreenWidth;
|
||||
float _ScreenHeight;
|
||||
float _RainSpeed;
|
||||
float _RainAmount;
|
||||
float _RainBlur;
|
||||
float _RangeAmount;
|
||||
float _RangeRadius;
|
||||
float _WiperStart;
|
||||
float _WiperAmount;
|
||||
float _WiperAngle;
|
||||
float _WiperAxis;
|
||||
|
||||
#define S(a, b, t) smoothstep(a, b, t)
|
||||
|
||||
float InRange(float2 origin, float2 uv)
|
||||
{
|
||||
float lo = uv.y * tan(radians(_WiperAngle));
|
||||
float loRet = step((uv.x - origin.x), lo);
|
||||
|
||||
float hi = (uv.x - origin.x) * tan(radians(_WiperAngle));
|
||||
float hiRet = step(uv.y, hi);
|
||||
|
||||
float len = length(uv - origin);
|
||||
return step(len, _RangeRadius) * lerp(hiRet, loRet, _WiperAxis);
|
||||
}
|
||||
|
||||
|
||||
float3 N13(float p) {
|
||||
float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787));
|
||||
p3 += dot(p3, p3.yzx + 19.19);
|
||||
return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x));
|
||||
}
|
||||
|
||||
float4 N14(float t) {
|
||||
return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.));
|
||||
}
|
||||
float N(float t) {
|
||||
return frac(sin(t*12345.564)*7658.76);
|
||||
}
|
||||
|
||||
float Saw(float b, float t) {
|
||||
return S(0., b, t)*S(1., b, t);
|
||||
}
|
||||
|
||||
float2 DropLayer2(float2 uv, float t) {
|
||||
float2 UV = uv;
|
||||
|
||||
uv.y += t*0.75;
|
||||
float2 a = float2(6., 1.);
|
||||
float2 grid = a*2.;
|
||||
float2 id = floor(uv*grid);
|
||||
|
||||
float colShift = N(id.x);
|
||||
uv.y += colShift;
|
||||
|
||||
id = floor(uv*grid);
|
||||
float3 n = N13(id.x*35.2 + id.y*2376.1);
|
||||
float2 st = frac(uv*grid) - float2(.5, 0);
|
||||
|
||||
float x = n.x - .5;
|
||||
|
||||
float y = UV.y*20.;
|
||||
float wiggle = sin(y + sin(y));
|
||||
x += wiggle*(.5 - abs(x))*(n.z - .5);
|
||||
x *= .7;
|
||||
float ti = frac(t + n.z);
|
||||
y = (Saw(.85, ti) - .5)*.9 + .5;
|
||||
float2 p = float2(x, y);
|
||||
|
||||
float d = length((st - p)*a.yx);
|
||||
|
||||
float mainDrop = S(.4, .0, d);
|
||||
|
||||
float r = sqrt(S(1., y, st.y));
|
||||
float cd = abs(st.x - x);
|
||||
float trail = S(.23*r, .15*r*r, cd);
|
||||
float trailFront = S(-.02, .02, st.y - y);
|
||||
trail *= trailFront*r*r;
|
||||
|
||||
y = UV.y;
|
||||
float trail2 = S(.2*r, .0, cd);
|
||||
float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z;
|
||||
y = frac(y*10.) + (st.y - .5);
|
||||
float dd = length(st - float2(x, y));
|
||||
droplets = S(.3, 0., dd);
|
||||
float m = mainDrop + droplets*r*trailFront;
|
||||
|
||||
return float2(m, trail);
|
||||
}
|
||||
|
||||
float StaticDrops(float2 uv, float t) {
|
||||
uv *= 40.;
|
||||
|
||||
float2 id = floor(uv);
|
||||
uv = frac(uv) - .5;
|
||||
float3 n = N13(id.x*107.45 + id.y*3543.654);
|
||||
float2 p = (n.xy - .5)*.7;
|
||||
float d = length(uv - p);
|
||||
|
||||
float fade = Saw(.025, frac(t + n.z));
|
||||
float c = S(.3, 0., d)*frac(n.z*10.)*fade;
|
||||
return c;
|
||||
}
|
||||
|
||||
float2 Drops(float2 uv, float t, float l0, float l1, float l2) {
|
||||
float s = StaticDrops(uv, t)*l0;
|
||||
float2 m1 = DropLayer2(uv, t)*l1;
|
||||
float2 m2 = DropLayer2(uv*1.85, t)*l2;
|
||||
|
||||
float c = s + m1.x + m2.x;
|
||||
c = S(.3, 1., c);
|
||||
|
||||
return float2(c, max(m1.y*l0, m2.y*l1));
|
||||
}
|
||||
|
||||
float2 BlurUV(float2 uv) {
|
||||
float2 blurUV = uv;
|
||||
float fade = 1 - saturate(fwidth(blurUV) * 60);
|
||||
float blur = _RainBlur * 7 * (1 - fade);
|
||||
blur *= 0.01;
|
||||
float a = N(blurUV) * 6.2831;
|
||||
const float numSample = 16;
|
||||
for (float i = 0; i < numSample; i++) {
|
||||
float2 offs = float2(sin(a), cos(a)) * blur;
|
||||
float d = frac(sin((i+1)*546.)*5425.);
|
||||
d = sqrt(d);
|
||||
offs *= d;
|
||||
blurUV += offs;
|
||||
a++;
|
||||
}
|
||||
|
||||
return blurUV;
|
||||
}
|
||||
|
||||
float3 dropMainTexture(sampler2D tex, float2 textUV , float2 mainUV) {
|
||||
textUV = BlurUV(textUV);
|
||||
mainUV = BlurUV(mainUV);
|
||||
|
||||
float2 leftDown = float2(_WiperStart, 0);
|
||||
float width = lerp(_ScreenWidth, 1, step(_ScreenWidth, 0));
|
||||
float height = lerp(_ScreenHeight, 1, step(_ScreenHeight, 0));
|
||||
//float dist = width / height * .5;
|
||||
float2 middleDown = float2(_WiperStart + _RangeRadius, 0);
|
||||
float2 uv = (mainUV * float2(width, height)) / height;
|
||||
float2 UV = textUV.xy;
|
||||
float T = fmod(_Time.y, 102.);
|
||||
|
||||
float t = T*.2;
|
||||
float maxBlur = lerp(3., 6., 0);
|
||||
float minBlur = 2.;
|
||||
float story = S(0, 70., T);
|
||||
minBlur = 4. + S(.5, 1., story) * 3.;
|
||||
maxBlur = 6. + S(.5, 1., story) * 1.5;
|
||||
|
||||
float2 origin = lerp(leftDown, middleDown, step(_RangeRadius, uv.x));
|
||||
float len = length(uv - origin);
|
||||
float heart = lerp(_RainAmount, _RangeAmount, step(len, _RangeRadius));
|
||||
int ret = InRange(origin, uv);
|
||||
heart = lerp(heart, _WiperAmount, ret);
|
||||
|
||||
maxBlur -= heart;
|
||||
|
||||
uv *= 1.5; // zoom out a bit more
|
||||
t *= _RainSpeed;
|
||||
|
||||
float staticDrops = S(-.5, 1., heart)*2.;
|
||||
float layer1 = S(.25, .75, heart);
|
||||
float layer2 = S(.0, .5, heart);
|
||||
|
||||
float2 c = Drops(uv, t, staticDrops, layer1, layer2);
|
||||
float2 e = float2(.001, 0.);
|
||||
float cx = Drops(uv + e, t, staticDrops, layer1, layer2).x;
|
||||
float cy = Drops(uv + e.yx, t, staticDrops, layer1, layer2).x;
|
||||
float2 n = float2(cx - c.x, cy - c.x); // expensive normals
|
||||
float2 texCoord = float2(UV.x + n.x, UV.y + n.y);
|
||||
float3 col = tex2D(tex, texCoord).rgb;
|
||||
return col;
|
||||
}
|
||||
|
||||
v2f vert(appdata v) {
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
o.grabUV = UNITY_PROJ_COORD(ComputeGrabScreenPos(o.pos));
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target {
|
||||
float3 mainCol = tex2D(_MainTex, i.uv);
|
||||
float2 projUV = i.grabUV / i.grabUV.w;
|
||||
float3 dropCol = dropMainTexture(_GrabTexture, projUV, i.uv);
|
||||
float3 blurCol = float3(1, 1, 1);
|
||||
float3 col = mainCol * lerp(.3, .2, _RainBlur) + blurCol * lerp(.0, .2, _RainBlur) + dropCol * lerp(.7, .6, _RainBlur);
|
||||
|
||||
return fixed4(col, 1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: f69de25d0098af14cba93427e4b86be8
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timeCreated: 1514053979
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licenseType: Free
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@ -0,0 +1,107 @@
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- rainAmount: 1
|
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|
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- rainSpeed: 0.45
|
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m_Colors:
|
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@ -0,0 +1,201 @@
|
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// This shader is converted from
|
||||
// Heartfelt(https://www.shadertoy.com/view/ltffzl) - by Martijn Steinrucken aka BigWings - 2017
|
||||
// countfrolic@gmail.com
|
||||
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
|
||||
Shader "Custom/NormalSnowdrop" {
|
||||
Properties {
|
||||
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
||||
_ScreenWidth("Screen Width", float) = 0
|
||||
_ScreenHeight("Screen Height", float) = 0
|
||||
_RainSpeed("Rain Speed", Range(0, 5)) = 0.25
|
||||
_RainAmount("Rain Amount", Range(0.1, 1)) = 0.2
|
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_RangeAmount("Range Amount", Range(0, 1)) = 0.2
|
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_RangeRadius("Range Radius", Range(0, 1)) = 0
|
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_WiperAmount("Wiper Amount", Range(0, 1)) = 0
|
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_WiperAngle("Wiper Angle", Range(0, 90)) = 0
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_WiperAxis("Wiper Axis", int) = 0
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}
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SubShader {
|
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Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
|
||||
LOD 200
|
||||
GrabPass{"_GrabTexture"}
|
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Pass{
|
||||
CGPROGRAM
|
||||
#pragma enable_d3d11_debug_symbols
|
||||
#pragma vertex vert
|
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#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata {
|
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float4 pos : POSITION;
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||||
float2 uv : TEXCOORD0;
|
||||
float4 grabUV : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _GrabTexture;
|
||||
float _ScreenWidth;
|
||||
float _ScreenHeight;
|
||||
float _RainSpeed;
|
||||
float _RainAmount;
|
||||
float _RangeAmount;
|
||||
float _RangeRadius;
|
||||
float _WiperAmount;
|
||||
float _WiperAngle;
|
||||
float _WiperAxis;
|
||||
|
||||
#define S(a, b, t) smoothstep(a, b, t)
|
||||
|
||||
float InRange(float2 origin, float2 uv)
|
||||
{
|
||||
float lo = uv.y * tan(radians(_WiperAngle));
|
||||
float loRet = step((uv.x - origin.x), lo);
|
||||
|
||||
float hi = (uv.x - origin.x) * tan(radians(_WiperAngle));
|
||||
float hiRet = step(uv.y, hi);
|
||||
|
||||
float len = length(uv - origin);
|
||||
return step(len, _RangeRadius) * lerp(hiRet, loRet, _WiperAxis);
|
||||
}
|
||||
|
||||
|
||||
float3 N13(float p) {
|
||||
float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787));
|
||||
p3 += dot(p3, p3.yzx + 19.19);
|
||||
return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x));
|
||||
}
|
||||
|
||||
float4 N14(float t) {
|
||||
return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.));
|
||||
}
|
||||
float N(float t) {
|
||||
return frac(sin(t*12345.564)*7658.76);
|
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}
|
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|
||||
float Saw(float b, float t) {
|
||||
return S(0., b, t)*S(1., b, t);
|
||||
}
|
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|
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float2 DropLayer2(float2 uv, float t) {
|
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float2 UV = uv;
|
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|
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uv.y += t*0.75;
|
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float2 a = float2(6., 1.);
|
||||
float2 grid = a*2.;
|
||||
float2 id = floor(uv*grid);
|
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|
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float colShift = N(id.x);
|
||||
uv.y += colShift;
|
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|
||||
id = floor(uv*grid);
|
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float3 n = N13(id.x*35.2 + id.y*2376.1);
|
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float2 st = frac(uv*grid) - float2(.5, 0);
|
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|
||||
float x = n.x - .5;
|
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|
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float y = UV.y*20.;
|
||||
float wiggle = sin(y + sin(y));
|
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x += wiggle*(.5 - abs(x))*(n.z - .5);
|
||||
x *= .7;
|
||||
float ti = frac(t + n.z);
|
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y = (Saw(.85, ti) - .5)*.9 + .5;
|
||||
float2 p = float2(x, y);
|
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|
||||
float d = length((st - p)*a.yx);
|
||||
|
||||
float mainDrop = S(.4, .0, d);
|
||||
|
||||
float r = sqrt(S(1., y, st.y));
|
||||
float cd = abs(st.x - x);
|
||||
float trail = S(.23*r, .15*r*r, cd);
|
||||
float trailFront = S(-.02, .02, st.y - y);
|
||||
trail *= trailFront*r*r;
|
||||
|
||||
y = UV.y;
|
||||
float trail2 = S(.2*r, .0, cd);
|
||||
float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z;
|
||||
y = frac(y*10.) + (st.y - .5);
|
||||
float dd = length(st - float2(x, y));
|
||||
droplets = S(.3, 0., dd);
|
||||
float m = mainDrop + droplets*r*trailFront;
|
||||
|
||||
return float2(m, trail);
|
||||
}
|
||||
|
||||
float StaticDrops(float2 uv, float t) {
|
||||
uv *= 40.;
|
||||
|
||||
float2 id = floor(uv);
|
||||
uv = frac(uv) - .5;
|
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float3 n = N13(id.x*107.45 + id.y*3543.654);
|
||||
float2 p = (n.xy - .5)*.7;
|
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float d = length(uv - p);
|
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|
||||
float fade = Saw(.025, frac(t + n.z));
|
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float c = S(.3, 0., d)*frac(n.z*10.)*fade;
|
||||
return c;
|
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}
|
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|
||||
float2 Drops(float2 uv, float t, float l0) {
|
||||
float s = StaticDrops(uv, t)*l0;
|
||||
float c = S(.3, 1, s);
|
||||
return float2(c, c);
|
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}
|
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|
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float3 dropMainTexture(sampler2D tex, float2 textUV, float2 mainUV) {
|
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float2 leftDown = float2(0, 0);
|
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float width = lerp(_ScreenWidth, 1, step(_ScreenWidth, 0));
|
||||
float height = lerp(_ScreenHeight, 1, step(_ScreenHeight, 0));
|
||||
float dist = width / height * .5;
|
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float2 middleDown = float2(dist, 0);
|
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float2 uv = (mainUV * float2(width, height)) / height;
|
||||
float2 UV = textUV.xy;
|
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float T = fmod(_Time.y, 102.);
|
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|
||||
float t = T*.2;
|
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|
||||
float2 origin = lerp(leftDown, middleDown, step(dist, uv.x));
|
||||
float len = length(uv - origin);
|
||||
float heart = lerp(_RainAmount, _RangeAmount, step(len, _RangeRadius));
|
||||
int ret = InRange(origin, uv);
|
||||
heart = lerp(heart, _WiperAmount, ret);
|
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|
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uv *= 1.5; // zoom out a bit more
|
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t *= _RainSpeed;
|
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float staticDrops = S(-.5, 1., heart)*2.;
|
||||
float s = StaticDrops(uv, t)*staticDrops;
|
||||
s = S(.3, 1, s);
|
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float2 c = float2(s, s);
|
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float4 texCoord = float4(UV.x, UV.y, 0, 0);
|
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float4 lod = tex2Dlod(tex, texCoord);
|
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float3 col = lerp(float3(1.3, 1.3, 1.3), lod.rgb, step(c.x, mainUV.x));
|
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return col;
|
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}
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|
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v2f vert(appdata v) {
|
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v2f o;
|
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o.pos = UnityObjectToClipPos(v.vertex);
|
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o.uv = v.uv;
|
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o.grabUV = UNITY_PROJ_COORD(ComputeGrabScreenPos(o.pos));
|
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return o;
|
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}
|
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|
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fixed4 frag(v2f i) : SV_Target {
|
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float3 col1 = tex2D(_MainTex, i.uv);
|
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float2 projUV = i.grabUV / i.grabUV.w;
|
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float3 dropCol2 = dropMainTexture(_GrabTexture, projUV, i.uv);
|
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return fixed4(col1 * .3 + dropCol2 * .7, 1);
|
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}
|
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ENDCG
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}
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FallBack "Diffuse"
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// This shader is converted from
|
||||
// Heartfelt(https://www.shadertoy.com/view/ltffzl) - by Martijn Steinrucken aka BigWings - 2017
|
||||
// countfrolic@gmail.com
|
||||
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
|
||||
Shader "Custom/Raindrop" {
|
||||
Properties {
|
||||
iChannel0("Albedo (RGB)", 2D) = "white" {}
|
||||
}
|
||||
SubShader {
|
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Tags { "RenderType"="Opaque" }
|
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LOD 200
|
||||
Pass{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_img
|
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#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D iChannel0;
|
||||
|
||||
#define S(a, b, t) smoothstep(a, b, t)
|
||||
//#define CHEAP_NORMALS
|
||||
#define HAS_HEART
|
||||
#define USE_POST_PROCESSING
|
||||
|
||||
float3 N13(float p) {
|
||||
// from DAVE HOSKINS
|
||||
float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787));
|
||||
p3 += dot(p3, p3.yzx + 19.19);
|
||||
return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x));
|
||||
}
|
||||
|
||||
float4 N14(float t) {
|
||||
return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.));
|
||||
}
|
||||
float N(float t) {
|
||||
return frac(sin(t*12345.564)*7658.76);
|
||||
}
|
||||
|
||||
float Saw(float b, float t) {
|
||||
return S(0., b, t)*S(1., b, t);
|
||||
}
|
||||
|
||||
float2 DropLayer2(float2 uv, float t) {
|
||||
float2 UV = uv;
|
||||
|
||||
uv.y += t*0.75;
|
||||
float2 a = float2(6., 1.);
|
||||
float2 grid = a*2.;
|
||||
float2 id = floor(uv*grid);
|
||||
|
||||
float colShift = N(id.x);
|
||||
uv.y += colShift;
|
||||
|
||||
id = floor(uv*grid);
|
||||
float3 n = N13(id.x*35.2 + id.y*2376.1);
|
||||
float2 st = frac(uv*grid) - float2(.5, 0);
|
||||
|
||||
float x = n.x - .5;
|
||||
|
||||
float y = UV.y*20.;
|
||||
float wiggle = sin(y + sin(y));
|
||||
x += wiggle*(.5 - abs(x))*(n.z - .5);
|
||||
x *= .7;
|
||||
float ti = frac(t + n.z);
|
||||
y = (Saw(.85, ti) - .5)*.9 + .5;
|
||||
float2 p = float2(x, y);
|
||||
|
||||
float d = length((st - p)*a.yx);
|
||||
|
||||
float mainDrop = S(.4, .0, d);
|
||||
|
||||
float r = sqrt(S(1., y, st.y));
|
||||
float cd = abs(st.x - x);
|
||||
float trail = S(.23*r, .15*r*r, cd);
|
||||
float trailFront = S(-.02, .02, st.y - y);
|
||||
trail *= trailFront*r*r;
|
||||
|
||||
y = UV.y;
|
||||
float trail2 = S(.2*r, .0, cd);
|
||||
float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z;
|
||||
y = frac(y*10.) + (st.y - .5);
|
||||
float dd = length(st - float2(x, y));
|
||||
droplets = S(.3, 0., dd);
|
||||
float m = mainDrop + droplets*r*trailFront;
|
||||
|
||||
//m += st.x>a.y*.45 || st.y>a.x*.165 ? 1.2 : 0.;
|
||||
return float2(m, trail);
|
||||
}
|
||||
|
||||
float StaticDrops(float2 uv, float t) {
|
||||
uv *= 40.;
|
||||
|
||||
float2 id = floor(uv);
|
||||
uv = frac(uv) - .5;
|
||||
float3 n = N13(id.x*107.45 + id.y*3543.654);
|
||||
float2 p = (n.xy - .5)*.7;
|
||||
float d = length(uv - p);
|
||||
|
||||
float fade = Saw(.025, frac(t + n.z));
|
||||
float c = S(.3, 0., d)*frac(n.z*10.)*fade;
|
||||
return c;
|
||||
}
|
||||
|
||||
float2 Drops(float2 uv, float t, float l0, float l1, float l2) {
|
||||
float s = StaticDrops(uv, t)*l0;
|
||||
float2 m1 = DropLayer2(uv, t)*l1;
|
||||
float2 m2 = DropLayer2(uv*1.85, t)*l2;
|
||||
|
||||
float c = s + m1.x + m2.x;
|
||||
c = S(.3, 1., c);
|
||||
|
||||
return float2(c, max(m1.y*l0, m2.y*l1));
|
||||
}
|
||||
|
||||
|
||||
fixed4 frag(v2f_img i) : SV_Target{
|
||||
|
||||
float2 uv = ((i.uv * _ScreenParams.xy) - .5*_ScreenParams.xy) / _ScreenParams.y;
|
||||
float2 UV = i.uv.xy;
|
||||
//float3 M = iMouse.xyz / iResolution.xyz;
|
||||
// for now
|
||||
float3 M = float3(0.0, 0.0, 0.0);
|
||||
float T = _Time.y + M.x*2.;
|
||||
|
||||
#ifdef HAS_HEART
|
||||
T = fmod(_Time.y, 102.);
|
||||
T = lerp(T, M.x*102., M.z>0. ? 1. : 0.);
|
||||
#endif
|
||||
|
||||
|
||||
float t = T*.2;
|
||||
|
||||
//float rainAmount = iMouse.z>0. ? M.y : sin(T*.05)*.3 + .7;
|
||||
// fixed rain amount
|
||||
float rainAmount = M.y;
|
||||
|
||||
float maxBlur = lerp(3., 6., rainAmount);
|
||||
float minBlur = 2.;
|
||||
|
||||
float story = 0.;
|
||||
float heart = 0.;
|
||||
|
||||
#ifdef HAS_HEART
|
||||
story = S(0., 70., T);
|
||||
|
||||
t = min(1., T / 70.); // remap drop time so it goes slower when it freezes
|
||||
t = 1. - t;
|
||||
t = (1. - t*t)*70.;
|
||||
|
||||
float zoom = lerp(.3, 1.2, story); // slowly zoom out
|
||||
uv *= zoom;
|
||||
minBlur = 4. + S(.5, 1., story)*3.; // more opaque glass towards the end
|
||||
maxBlur = 6. + S(.5, 1., story)*1.5;
|
||||
|
||||
float2 hv = uv - float2(.0, -.1); // build heart
|
||||
hv.x *= .5;
|
||||
float s = S(110., 70., T); // heart gets smaller and fades towards the end
|
||||
hv.y -= sqrt(abs(hv.x))*.5*s;
|
||||
heart = length(hv);
|
||||
heart = S(.4*s, .2*s, heart)*s;
|
||||
rainAmount = heart; // the rain is where the heart is
|
||||
|
||||
maxBlur -= heart; // inside the heart slighly less foggy
|
||||
uv *= 1.5; // zoom out a bit more
|
||||
t *= .25;
|
||||
#else
|
||||
float zoom = -cos(T*.2);
|
||||
uv *= .7 + zoom*.3;
|
||||
|
||||
#endif
|
||||
UV = (UV - .5)*(.9 + zoom*.1) + .5;
|
||||
|
||||
float staticDrops = S(-.5, 1., rainAmount)*2.;
|
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float layer1 = S(.25, .75, rainAmount);
|
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float layer2 = S(.0, .5, rainAmount);
|
||||
|
||||
|
||||
float2 c = Drops(uv, t, staticDrops, layer1, layer2);
|
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#ifdef CHEAP_NORMALS
|
||||
float2 n = float2(dFdx(c.x), dFdy(c.x));// cheap normals (3x cheaper, but 2 times shittier ;))
|
||||
#else
|
||||
float2 e = float2(.001, 0.);
|
||||
float cx = Drops(uv + e, t, staticDrops, layer1, layer2).x;
|
||||
float cy = Drops(uv + e.yx, t, staticDrops, layer1, layer2).x;
|
||||
float2 n = float2(cx - c.x, cy - c.x); // expensive normals
|
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#endif
|
||||
|
||||
|
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#ifdef HAS_HEART
|
||||
n *= 1. - S(60., 85., T);
|
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c.y *= 1. - S(80., 100., T)*.8;
|
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#endif
|
||||
|
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float focus = lerp(maxBlur - c.y, minBlur, S(.1, .2, c.x));
|
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// textureLod to tex2Dlod(ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509680(v=vs.85).aspx)
|
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//float3 col = textureLod(iChannel0, UV + n, focus).rgb;
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float4 texCoord = float4(UV.x + n.x, UV.y + n.y, 0, focus);
|
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float4 lod = tex2Dlod(iChannel0, texCoord);
|
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float3 col = lod.rgb;
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|
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|
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#ifdef USE_POST_PROCESSING
|
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t = (T + 3.)*.5; // make time sync with first lightnoing
|
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float colFade = sin(t*.2)*.5 + .5 + story;
|
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col *= lerp(float3(1., 1., 1.), float3(.8, .9, 1.3), colFade); // subtle color shift
|
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float fade = S(0., 10., T); // fade in at the start
|
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//float lightning = sin(t*sin(t*10.)); // lighting flicker
|
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//lightning *= pow(max(0., sin(t + sin(t))), 10.); // lightning flash
|
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//col *= 1. + lightning*fade*lerp(1., .1, story*story); // composite lightning
|
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col *= 1. - dot(UV -= .5, UV); // vignette
|
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#ifdef HAS_HEART
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col = lerp(pow(col, float3(1.2, 1.2, 1.2)), col, heart);
|
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fade *= S(102., 97., T);
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#endif
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col *= fade; // composite start and end fade
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#endif
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//col = vec3(heart);
|
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return fixed4(col, 1);
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}
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ENDCG
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}
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}
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}
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@ -0,0 +1,75 @@
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using System.Collections;
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using UnityEngine;
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public class CarWiper : MonoBehaviour
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{
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public float speed; //控制雨刮器速度
|
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public float radius; //控制雨刮器半径
|
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public float interval; //控制雨刮器间隔时间
|
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public float range; //控制雨刮器范围内的恢复数量
|
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private Material mat;
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private bool isWiper;
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private bool vertical;
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private float timer;
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private float amount;
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private float angle;
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private void Awake()
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{
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}
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private void Start()
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{
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StartWiper();
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}
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private void Update()
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{
|
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if (!isWiper)
|
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return;
|
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|
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if (Time.time - timer < interval)
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{
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amount += Time.deltaTime * 0.1f;
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amount = Mathf.Clamp(amount, 0, range);
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mat.SetFloat("_RangeAmount", amount);
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return;
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}
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angle += Time.deltaTime * speed;
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if (angle >= 90f)
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{
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timer = Time.time;
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angle = 0f;
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vertical = !vertical;
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mat.SetInt("_WiperAxis", vertical ? 1 : 0);
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amount = 0f;
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mat.SetFloat("_RangeAmount", amount);
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}
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mat.SetFloat("_WiperAngle", angle);
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}
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public void StartWiper()
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{
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amount = 1f;
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isWiper = true;
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vertical = false;
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mat.SetFloat("_RangeRadius", radius);
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mat.SetFloat("_RangeAmount", amount);
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mat.SetFloat("_WiperAngle", angle);
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mat.SetInt("_WiperAxis", 0);
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}
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public void StopWiper()
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{
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isWiper = false;
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amount = 1f;
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angle = 0f;
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mat.SetFloat("_WiperAngle", angle);
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mat.SetFloat("_RangeAmount", amount);
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# CarWiper
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#### Description
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unity雨刮器的实现效果
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#### Software Architecture
|
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Software architecture description
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#### Installation
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1. xxxx
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2. xxxx
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3. xxxx
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#### Instructions
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1. xxxx
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2. xxxx
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3. xxxx
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#### Contribution
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1. Fork the repository
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2. Create Feat_xxx branch
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3. Commit your code
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4. Create Pull Request
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#### Gitee Feature
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1. You can use Readme\_XXX.md to support different languages, such as Readme\_en.md, Readme\_zh.md
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2. Gitee blog [blog.gitee.com](https://blog.gitee.com)
|
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3. Explore open source project [https://gitee.com/explore](https://gitee.com/explore)
|
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4. The most valuable open source project [GVP](https://gitee.com/gvp)
|
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5. The manual of Gitee [https://gitee.com/help](https://gitee.com/help)
|
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6. The most popular members [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/)
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# CarWiper
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#### 介绍
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unity雨刮器的实现效果
|
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#### 软件架构
|
||||
软件架构说明
|
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1. xxxx
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2. xxxx
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3. xxxx
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1. xxxx
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2. xxxx
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3. xxxx
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#### 参与贡献
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1. Fork 本仓库
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2. 新建 Feat_xxx 分支
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3. 提交代码
|
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4. 新建 Pull Request
|
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|
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1. 使用 Readme\_XXX.md 来支持不同的语言,例如 Readme\_en.md, Readme\_zh.md
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2. Gitee 官方博客 [blog.gitee.com](https://blog.gitee.com)
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3. 你可以 [https://gitee.com/explore](https://gitee.com/explore) 这个地址来了解 Gitee 上的优秀开源项目
|
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4. [GVP](https://gitee.com/gvp) 全称是 Gitee 最有价值开源项目,是综合评定出的优秀开源项目
|
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5. Gitee 官方提供的使用手册 [https://gitee.com/help](https://gitee.com/help)
|
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6. Gitee 封面人物是一档用来展示 Gitee 会员风采的栏目 [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/)
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m_Texture: {fileID: 2800000, guid: f512457d93158b44e8047cc9d7d5720a, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 2800000, guid: b37d8668addd7fe4b97a9697d80f5d7a, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _GlossMapScale: 1
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- _Glossiness: 0
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- _GlossyReflections: 1
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- _Metallic: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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fileFormatVersion: 2
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guid: 23065287e3ad2c44e99b04455540d5cd
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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materials:
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materialImportMode: 1
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materialName: 0
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materialSearch: 1
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materialLocation: 0
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animations:
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legacyGenerateAnimations: 4
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bakeSimulation: 0
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resampleCurves: 1
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optimizeGameObjects: 0
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motionNodeName:
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rigImportErrors:
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rigImportWarnings:
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animationImportErrors:
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animationImportWarnings:
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animationRetargetingWarnings:
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animationDoRetargetingWarnings: 0
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animationCompression: 1
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animationRotationError: 0.5
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
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extraExposedTransformPaths: []
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extraUserProperties: []
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clipAnimations: []
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isReadable: 0
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meshes:
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lODScreenPercentages: []
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globalScale: 1
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meshCompression: 0
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addColliders: 0
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useSRGBMaterialColor: 1
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sortHierarchyByName: 1
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importVisibility: 1
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importBlendShapes: 1
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importCameras: 1
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importLights: 1
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fileIdsGeneration: 2
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swapUVChannels: 0
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generateSecondaryUV: 0
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useFileUnits: 1
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maxBonesPerVertex: 4
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minBoneWeight: 0.001
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meshOptimizationFlags: -1
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indexFormat: 0
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secondaryUVAngleDistortion: 8
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secondaryUVAreaDistortion: 15.000001
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secondaryUVHardAngle: 88
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useFileScale: 1
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tangentSpace:
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normalImportMode: 0
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tangentImportMode: 3
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normalCalculationMode: 4
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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blendShapeNormalImportMode: 1
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normalSmoothingSource: 0
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referencedClips: []
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human: []
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armTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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rootMotionBoneName:
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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animationType: 2
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humanoidOversampling: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue