Merge branch 'master' of http://172.16.1.12/huangjiayu/H_SafeExperienceDrivingSystem
# Conflicts: # U3D_DrivingSystem/Assets/Scenes/main_.unity
This commit is contained in:
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second: 0
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first:
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name: _EmissionColorUI
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.consulo/
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*.unityproj
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*.svd
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sysinfo.txt
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- rainRange: 1
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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.
|
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|
|
||||||
|
Shader "Custom/NormalRaindrop" {
|
||||||
|
Properties {
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||||||
|
_MainTex("Albedo (RGB)", 2D) = "white" {}
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|
_ScreenWidth("Screen Width", float) = 0
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_ScreenHeight("Screen Height", float) = 0
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|
_RainSpeed("Rain Speed", Range(0.1, 5)) = 0.25
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|
_RainAmount("Rain Amount", Range(0.1, 1)) = 0.2
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|
_RainBlur("Rain Blur", Range(0, 1)) = 0
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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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|
_WiperStart("Wiper Start", 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" }
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|
LOD 200
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|
GrabPass{"_GrabTexture"}
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|
Pass{
|
||||||
|
CGPROGRAM
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||||||
|
#pragma enable_d3d11_debug_symbols
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||||||
|
#pragma vertex vert
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|
#pragma fragment frag
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||||||
|
|
||||||
|
#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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|
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|
struct v2f {
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|
float4 pos : POSITION;
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|
float2 uv : TEXCOORD0;
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|
float4 grabUV : TEXCOORD1;
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|
};
|
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|
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|
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|
sampler2D _MainTex;
|
||||||
|
sampler2D _GrabTexture;
|
||||||
|
float _ScreenWidth;
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||||||
|
float _ScreenHeight;
|
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|
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 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f69de25d0098af14cba93427e4b86be8
|
||||||
|
timeCreated: 1514053979
|
||||||
|
licenseType: Free
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
|
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|
|
@ -0,0 +1,107 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
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|
Material:
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|
serializedVersion: 6
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m_CorrespondingSourceObject: {fileID: 0}
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|
m_PrefabInstance: {fileID: 0}
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|
m_PrefabAsset: {fileID: 0}
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|
m_Name: NormalSnowDrops
|
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|
m_Shader: {fileID: 4800000, guid: 277783a3d7af73347a8cc60e09e389cf, type: 3}
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|
m_ShaderKeywords: _WIPERAXIS_HORIZONTAL
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|
m_LightmapFlags: 4
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|
m_EnableInstancingVariants: 0
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|
m_DoubleSidedGI: 0
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _DetailAlbedoMap:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 2800000, guid: 95d52adaa856727479652cf1112fdaaa, 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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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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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: 0.5
|
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|
- _GlossyReflections: 1
|
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|
- _Metallic: 0
|
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|
- _Mode: 0
|
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|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _RainAmount: 1
|
||||||
|
- _RainSpeed: 1
|
||||||
|
- _RangeAmount: 1
|
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|
- _RangeRadius: 1
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- _ScreenHeight: 0
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- _ScreenWidth: 0
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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|
- _TexHeight: 9
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|
- _TexWidth: 16
|
||||||
|
- _UVSec: 0
|
||||||
|
- _WiperAmount: 0
|
||||||
|
- _WiperAngle: 0
|
||||||
|
- _WiperAxis: 1
|
||||||
|
- _WiperDirection: 0
|
||||||
|
- _WiperInterval: 0.5
|
||||||
|
- _WiperRadius: 0.8
|
||||||
|
- _WiperRange: 0.2
|
||||||
|
- _WiperSpeed: 0.6
|
||||||
|
- _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}
|
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|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 320f8c1b44cad8844826f2d0315e3168
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timeCreated: 1514139855
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licenseType: Free
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|
NativeFormatImporter:
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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|
assetBundleVariant:
|
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|
|
@ -0,0 +1,201 @@
|
||||||
|
// 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
|
||||||
|
_RangeAmount("Range Amount", Range(0, 1)) = 0.2
|
||||||
|
_RangeRadius("Range Radius", 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 _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);
|
||||||
|
}
|
||||||
|
|
||||||
|
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 s = StaticDrops(uv, t)*l0;
|
||||||
|
float c = S(.3, 1, s);
|
||||||
|
return float2(c, c);
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 dropMainTexture(sampler2D tex, float2 textUV, float2 mainUV) {
|
||||||
|
float2 leftDown = float2(0, 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(dist, 0);
|
||||||
|
float2 uv = (mainUV * float2(width, height)) / height;
|
||||||
|
float2 UV = textUV.xy;
|
||||||
|
float T = fmod(_Time.y, 102.);
|
||||||
|
|
||||||
|
float t = T*.2;
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
uv *= 1.5; // zoom out a bit more
|
||||||
|
t *= _RainSpeed;
|
||||||
|
float staticDrops = S(-.5, 1., heart)*2.;
|
||||||
|
float s = StaticDrops(uv, t)*staticDrops;
|
||||||
|
s = S(.3, 1, s);
|
||||||
|
float2 c = float2(s, s);
|
||||||
|
float4 texCoord = float4(UV.x, UV.y, 0, 0);
|
||||||
|
float4 lod = tex2Dlod(tex, texCoord);
|
||||||
|
float3 col = lerp(float3(1.3, 1.3, 1.3), lod.rgb, step(c.x, mainUV.x));
|
||||||
|
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 col1 = tex2D(_MainTex, i.uv);
|
||||||
|
float2 projUV = i.grabUV / i.grabUV.w;
|
||||||
|
float3 dropCol2 = dropMainTexture(_GrabTexture, projUV, i.uv);
|
||||||
|
return fixed4(col1 * .3 + dropCol2 * .7, 1);
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
FallBack "Diffuse"
|
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|
}
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|
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fileFormatVersion: 2
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guid: 277783a3d7af73347a8cc60e09e389cf
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timeCreated: 1514053979
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licenseType: Free
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _RainAmount: 0.2
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- _RainSpeed: 0.25
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- _RangeAmount: 0.2
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- _SrcBlend: 1
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- _UVSec: 0
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- _WiperAmount: 0
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- _WiperAngle: 0
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- _WiperAxis: 0
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- _ZWrite: 1
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m_Colors:
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@ -0,0 +1,229 @@
|
||||||
|
// 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 {
|
||||||
|
Tags { "RenderType"="Opaque" }
|
||||||
|
LOD 200
|
||||||
|
Pass{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert_img
|
||||||
|
#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.;
|
||||||
|
float layer1 = S(.25, .75, rainAmount);
|
||||||
|
float layer2 = S(.0, .5, rainAmount);
|
||||||
|
|
||||||
|
|
||||||
|
float2 c = Drops(uv, t, staticDrops, layer1, layer2);
|
||||||
|
#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
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef HAS_HEART
|
||||||
|
n *= 1. - S(60., 85., T);
|
||||||
|
c.y *= 1. - S(80., 100., T)*.8;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float focus = lerp(maxBlur - c.y, minBlur, S(.1, .2, c.x));
|
||||||
|
// textureLod to tex2Dlod(ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509680(v=vs.85).aspx)
|
||||||
|
//float3 col = textureLod(iChannel0, UV + n, focus).rgb;
|
||||||
|
float4 texCoord = float4(UV.x + n.x, UV.y + n.y, 0, focus);
|
||||||
|
float4 lod = tex2Dlod(iChannel0, texCoord);
|
||||||
|
float3 col = lod.rgb;
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef USE_POST_PROCESSING
|
||||||
|
t = (T + 3.)*.5; // make time sync with first lightnoing
|
||||||
|
float colFade = sin(t*.2)*.5 + .5 + story;
|
||||||
|
col *= lerp(float3(1., 1., 1.), float3(.8, .9, 1.3), colFade); // subtle color shift
|
||||||
|
float fade = S(0., 10., T); // fade in at the start
|
||||||
|
//float lightning = sin(t*sin(t*10.)); // lighting flicker
|
||||||
|
//lightning *= pow(max(0., sin(t + sin(t))), 10.); // lightning flash
|
||||||
|
//col *= 1. + lightning*fade*lerp(1., .1, story*story); // composite lightning
|
||||||
|
col *= 1. - dot(UV -= .5, UV); // vignette
|
||||||
|
|
||||||
|
#ifdef HAS_HEART
|
||||||
|
col = lerp(pow(col, float3(1.2, 1.2, 1.2)), col, heart);
|
||||||
|
fade *= S(102., 97., T);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
col *= fade; // composite start and end fade
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//col = vec3(heart);
|
||||||
|
return fixed4(col, 1);
|
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|
}
|
||||||
|
ENDCG
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|
}
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|
}
|
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}
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|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CarWiper : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float speed; //控制雨刮器速度
|
||||||
|
public float radius; //控制雨刮器半径
|
||||||
|
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
|
||||||
|
|
||||||
|
private Material mat;
|
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|
private bool isWiper;
|
||||||
|
private bool vertical;
|
||||||
|
private float timer;
|
||||||
|
private float amount;
|
||||||
|
private float angle;
|
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|
|
||||||
|
private void Awake()
|
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|
{
|
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|
mat = GetComponent<Renderer>().material;
|
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|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
StartWiper();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
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|
{
|
||||||
|
if (!isWiper)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (Time.time - timer < interval)
|
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|
{
|
||||||
|
amount += Time.deltaTime * 0.1f;
|
||||||
|
amount = Mathf.Clamp(amount, 0, range);
|
||||||
|
mat.SetFloat("_RangeAmount", amount);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
angle += Time.deltaTime * speed;
|
||||||
|
angle = Mathf.Clamp(angle, 0, 90f);
|
||||||
|
if (angle >= 90f)
|
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|
{
|
||||||
|
timer = Time.time;
|
||||||
|
angle = 0f;
|
||||||
|
vertical = !vertical;
|
||||||
|
mat.SetInt("_WiperAxis", vertical ? 1 : 0);
|
||||||
|
amount = 0f;
|
||||||
|
mat.SetFloat("_RangeAmount", amount);
|
||||||
|
}
|
||||||
|
mat.SetFloat("_WiperAngle", angle);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartWiper()
|
||||||
|
{
|
||||||
|
angle = 0f;
|
||||||
|
amount = 1f;
|
||||||
|
isWiper = true;
|
||||||
|
vertical = false;
|
||||||
|
mat.SetFloat("_RangeRadius", radius);
|
||||||
|
mat.SetFloat("_RangeAmount", amount);
|
||||||
|
mat.SetFloat("_WiperAngle", angle);
|
||||||
|
mat.SetInt("_WiperAxis", 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopWiper()
|
||||||
|
{
|
||||||
|
isWiper = false;
|
||||||
|
amount = 1f;
|
||||||
|
angle = 0f;
|
||||||
|
mat.SetFloat("_WiperAngle", angle);
|
||||||
|
mat.SetFloat("_RangeAmount", amount);
|
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}
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}
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@ -0,0 +1,36 @@
|
||||||
|
# CarWiper
|
||||||
|
|
||||||
|
#### Description
|
||||||
|
unity雨刮器的实现效果
|
||||||
|
|
||||||
|
#### Software Architecture
|
||||||
|
Software architecture description
|
||||||
|
|
||||||
|
#### Installation
|
||||||
|
|
||||||
|
1. xxxx
|
||||||
|
2. xxxx
|
||||||
|
3. xxxx
|
||||||
|
|
||||||
|
#### Instructions
|
||||||
|
|
||||||
|
1. xxxx
|
||||||
|
2. xxxx
|
||||||
|
3. xxxx
|
||||||
|
|
||||||
|
#### Contribution
|
||||||
|
|
||||||
|
1. Fork the repository
|
||||||
|
2. Create Feat_xxx branch
|
||||||
|
3. Commit your code
|
||||||
|
4. Create Pull Request
|
||||||
|
|
||||||
|
|
||||||
|
#### Gitee Feature
|
||||||
|
|
||||||
|
1. You can use Readme\_XXX.md to support different languages, such as Readme\_en.md, Readme\_zh.md
|
||||||
|
2. Gitee blog [blog.gitee.com](https://blog.gitee.com)
|
||||||
|
3. Explore open source project [https://gitee.com/explore](https://gitee.com/explore)
|
||||||
|
4. The most valuable open source project [GVP](https://gitee.com/gvp)
|
||||||
|
5. The manual of Gitee [https://gitee.com/help](https://gitee.com/help)
|
||||||
|
6. The most popular members [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/)
|
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|
|
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@ -0,0 +1,37 @@
|
||||||
|
# CarWiper
|
||||||
|
|
||||||
|
#### 介绍
|
||||||
|
unity雨刮器的实现效果
|
||||||
|
|
||||||
|
#### 软件架构
|
||||||
|
软件架构说明
|
||||||
|
|
||||||
|
|
||||||
|
#### 安装教程
|
||||||
|
|
||||||
|
1. xxxx
|
||||||
|
2. xxxx
|
||||||
|
3. xxxx
|
||||||
|
|
||||||
|
#### 使用说明
|
||||||
|
|
||||||
|
1. xxxx
|
||||||
|
2. xxxx
|
||||||
|
3. xxxx
|
||||||
|
|
||||||
|
#### 参与贡献
|
||||||
|
|
||||||
|
1. Fork 本仓库
|
||||||
|
2. 新建 Feat_xxx 分支
|
||||||
|
3. 提交代码
|
||||||
|
4. 新建 Pull Request
|
||||||
|
|
||||||
|
|
||||||
|
#### 特技
|
||||||
|
|
||||||
|
1. 使用 Readme\_XXX.md 来支持不同的语言,例如 Readme\_en.md, Readme\_zh.md
|
||||||
|
2. Gitee 官方博客 [blog.gitee.com](https://blog.gitee.com)
|
||||||
|
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
|
||||||
|
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
|
||||||
|
5. Gitee 官方提供的使用手册 [https://gitee.com/help](https://gitee.com/help)
|
||||||
|
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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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue