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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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|
||||
_Normal ("Normal", 2D) = "bump" {}
|
||||
_NormalIntensity ("Normal Intensity", Range(0, 1)) = 0.4781802
|
||||
_Size ("Size", Range(0, 1)) = 0.5641026
|
||||
_Speed ("Speed", Range(0, 4)) = 2.283741
|
||||
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader {
|
||||
Tags {
|
||||
"IgnoreProjector"="True"
|
||||
"Queue"="Transparent"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
GrabPass{ }
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags {
|
||||
"LightMode"="ForwardBase"
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Cull Front
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
#include "UnityCG.cginc"
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||||
#pragma target 3.0
|
||||
uniform sampler2D _GrabTexture;
|
||||
uniform float4 _TimeEditor;
|
||||
uniform sampler2D _Normal; uniform float4 _Normal_ST;
|
||||
uniform float _Size;
|
||||
uniform float _Speed;
|
||||
uniform float _NormalIntensity;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 screenPos : TEXCOORD1;
|
||||
UNITY_FOG_COORDS(2)
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
|
||||
float3 objScale = 1.0/recipObjScale;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
o.screenPos = o.pos;
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : COLOR {
|
||||
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
|
||||
float3 objScale = 1.0/recipObjScale;
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float grabSign = -_ProjectionParams.x;
|
||||
#else
|
||||
float grabSign = _ProjectionParams.x;
|
||||
#endif
|
||||
i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
|
||||
i.screenPos.y *= _ProjectionParams.x;
|
||||
float4 node_8110 = _Time + _TimeEditor;
|
||||
float node_2453 = (_Speed*node_8110.r);
|
||||
float2 node_314 = (i.uv0*float2(objScale.r,objScale.b)*_Size);
|
||||
float2 node_9690 = (((node_314+float2(0.5,0.5))*0.75)+node_2453*float2(1,-1));
|
||||
float3 node_9810 = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_9690, _Normal)));
|
||||
float2 node_1291 = (node_314+node_2453*float2(-1,1));
|
||||
float3 node_3463 = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_1291, _Normal)));
|
||||
float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (lerp(float3(0,0,1),float3((node_9810.r+node_3463.r),(node_9810.g+node_3463.g),1.0),_NormalIntensity).rg*0.1);
|
||||
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
|
||||
/////// Vectors:
|
||||
////// Lighting:
|
||||
float3 finalColor = 0;
|
||||
fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,0.0),1);
|
||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||||
return finalRGBA;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
CustomEditor "ShaderForgeMaterialInspector"
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 84994a81a3dd9cd44b93378c52ff497e
|
||||
timeCreated: 1452701853
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,134 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||
|
||||
// Shader created with Shader Forge v1.18
|
||||
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
|
||||
// Note: Manually altering this data may prevent you from opening it in Shader Forge
|
||||
/*SF_DATA;ver:1.18;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,culm:0,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5441177,fgcg:0.4627208,fgcb:0.4440961,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:557,x:34512,y:32574,varname:node_557,prsc:2|emission-9578-OUT;n:type:ShaderForge.SFN_FragmentPosition,id:1977,x:31746,y:32638,varname:node_1977,prsc:2;n:type:ShaderForge.SFN_Multiply,id:3062,x:31734,y:32824,varname:node_3062,prsc:2|A-1977-XYZ,B-5979-OUT;n:type:ShaderForge.SFN_ValueProperty,id:5979,x:31734,y:33001,ptovrint:False,ptlb:Caustics Scale,ptin:_CausticsScale,varname:node_5979,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:2;n:type:ShaderForge.SFN_ComponentMask,id:8193,x:32110,y:32826,varname:node_8193,prsc:2,cc1:0,cc2:2,cc3:-1,cc4:-1|IN-3062-OUT;n:type:ShaderForge.SFN_Tex2d,id:1637,x:32441,y:32758,ptovrint:False,ptlb:Caustic,ptin:_Caustic,varname:node_1637,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:8f73045fe260a1b41ae0ed08a11e457e,ntxv:0,isnm:False|UVIN-8193-OUT;n:type:ShaderForge.SFN_Color,id:1372,x:32441,y:32561,ptovrint:False,ptlb:Caustic Color,ptin:_CausticColor,varname:node_1372,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:6373,x:32717,y:32847,varname:node_6373,prsc:2|A-1372-RGB,B-1637-RGB;n:type:ShaderForge.SFN_ValueProperty,id:1555,x:32530,y:33198,ptovrint:False,ptlb:Height Cut,ptin:_HeightCut,varname:node_1555,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:-22;n:type:ShaderForge.SFN_Clamp01,id:7460,x:32940,y:32828,varname:node_7460,prsc:2|IN-6373-OUT;n:type:ShaderForge.SFN_FragmentPosition,id:7156,x:32530,y:33286,varname:node_7156,prsc:2;n:type:ShaderForge.SFN_Desaturate,id:9852,x:33199,y:33073,varname:node_9852,prsc:2|COL-7063-OUT;n:type:ShaderForge.SFN_Multiply,id:179,x:33171,y:32708,varname:node_179,prsc:2|A-7460-OUT,B-858-OUT,C-6791-OUT;n:type:ShaderForge.SFN_Clamp01,id:1029,x:34060,y:32817,varname:node_1029,prsc:2|IN-3841-OUT;n:type:ShaderForge.SFN_OneMinus,id:858,x:33199,y:32869,varname:node_858,prsc:2|IN-9852-OUT;n:type:ShaderForge.SFN_Add,id:3869,x:32881,y:33208,varname:node_3869,prsc:2|A-1555-OUT,B-7156-Y;n:type:ShaderForge.SFN_Clamp01,id:7063,x:33061,y:33208,varname:node_7063,prsc:2|IN-3869-OUT;n:type:ShaderForge.SFN_ValueProperty,id:5162,x:32530,y:33451,ptovrint:False,ptlb:Underwater Cut,ptin:_UnderwaterCut,varname:node_5162,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:10;n:type:ShaderForge.SFN_Add,id:1378,x:32813,y:33392,varname:node_1378,prsc:2|A-7156-Y,B-5162-OUT;n:type:ShaderForge.SFN_Clamp01,id:9864,x:33221,y:33306,varname:node_9864,prsc:2|IN-7984-OUT;n:type:ShaderForge.SFN_Desaturate,id:6791,x:32940,y:32974,varname:node_6791,prsc:2|COL-9864-OUT;n:type:ShaderForge.SFN_RemapRange,id:7984,x:33004,y:33392,varname:node_7984,prsc:2,frmn:0,frmx:1,tomn:0,tomx:0.1|IN-1378-OUT;n:type:ShaderForge.SFN_Multiply,id:3841,x:33886,y:32817,varname:node_3841,prsc:2|A-179-OUT,B-2791-OUT;n:type:ShaderForge.SFN_NormalVector,id:5318,x:33899,y:33326,prsc:2,pt:False;n:type:ShaderForge.SFN_Dot,id:4775,x:33920,y:33154,varname:node_4775,prsc:2,dt:1|A-8764-OUT,B-5318-OUT;n:type:ShaderForge.SFN_Clamp01,id:2791,x:33874,y:32956,varname:node_2791,prsc:2|IN-4775-OUT;n:type:ShaderForge.SFN_LightVector,id:8764,x:33618,y:33180,varname:node_8764,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:4760,x:33886,y:32665,ptovrint:False,ptlb:Caustic Intensity,ptin:_CausticIntensity,varname:node_4760,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:3;n:type:ShaderForge.SFN_Multiply,id:7200,x:34146,y:32662,varname:node_7200,prsc:2|A-4760-OUT,B-1029-OUT;n:type:ShaderForge.SFN_RemapRange,id:4247,x:33915,y:32377,varname:node_4247,prsc:2,frmn:0,frmx:1,tomn:-1,tomx:2|IN-7200-OUT;n:type:ShaderForge.SFN_Clamp01,id:5816,x:34111,y:32265,varname:node_5816,prsc:2|IN-4247-OUT;n:type:ShaderForge.SFN_Multiply,id:2645,x:34175,y:32415,varname:node_2645,prsc:2|A-5816-OUT,B-2605-OUT;n:type:ShaderForge.SFN_Vector1,id:2605,x:34118,y:32603,varname:node_2605,prsc:2,v1:100;n:type:ShaderForge.SFN_Blend,id:9578,x:34515,y:32383,varname:node_9578,prsc:2,blmd:8,clmp:True|SRC-7200-OUT,DST-2645-OUT;proporder:5979-1637-1372-4760-1555-5162;pass:END;sub:END;*/
|
||||
|
||||
Shader "DCG/Water Shader/Caustics" {
|
||||
Properties {
|
||||
_CausticsScale ("Caustics Scale", Float ) = 2
|
||||
_Caustic ("Caustic", 2D) = "white" {}
|
||||
_CausticColor ("Caustic Color", Color) = (0.5,0.5,0.5,1)
|
||||
_CausticIntensity ("Caustic Intensity", Float ) = 3
|
||||
_HeightCut ("Height Cut", Float ) = -22
|
||||
_UnderwaterCut ("Underwater Cut", Float ) = 10
|
||||
}
|
||||
SubShader {
|
||||
Tags {
|
||||
"IgnoreProjector"="True"
|
||||
"Queue"="Transparent"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags {
|
||||
"LightMode"="ForwardBase"
|
||||
}
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
#include "UnityCG.cginc"
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 3.0
|
||||
uniform float _CausticsScale;
|
||||
uniform sampler2D _Caustic; uniform float4 _Caustic_ST;
|
||||
uniform float4 _CausticColor;
|
||||
uniform float _HeightCut;
|
||||
uniform float _UnderwaterCut;
|
||||
uniform float _CausticIntensity;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float4 posWorld : TEXCOORD0;
|
||||
float3 normalDir : TEXCOORD1;
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : COLOR {
|
||||
i.normalDir = normalize(i.normalDir);
|
||||
/////// Vectors:
|
||||
float3 normalDirection = i.normalDir;
|
||||
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
||||
////// Lighting:
|
||||
////// Emissive:
|
||||
float2 node_8193 = (i.posWorld.rgb*_CausticsScale).rb;
|
||||
float4 _Caustic_var = tex2D(_Caustic,TRANSFORM_TEX(node_8193, _Caustic));
|
||||
float3 node_7200 = (_CausticIntensity*saturate(((saturate((_CausticColor.rgb*_Caustic_var.rgb))*(1.0 - dot(saturate((_HeightCut+i.posWorld.g)),float3(0.3,0.59,0.11)))*dot(saturate(((i.posWorld.g+_UnderwaterCut)*0.1+0.0)),float3(0.3,0.59,0.11)))*saturate(max(0,dot(lightDirection,i.normalDir))))));
|
||||
float3 emissive = saturate((node_7200+(saturate((node_7200*3.0+-1.0))*100.0)));
|
||||
float3 finalColor = emissive;
|
||||
return fixed4(finalColor,1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags {
|
||||
"LightMode"="ForwardAdd"
|
||||
}
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
#include "UnityCG.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
#pragma multi_compile_fwdadd
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 3.0
|
||||
uniform float _CausticsScale;
|
||||
uniform sampler2D _Caustic; uniform float4 _Caustic_ST;
|
||||
uniform float4 _CausticColor;
|
||||
uniform float _HeightCut;
|
||||
uniform float _UnderwaterCut;
|
||||
uniform float _CausticIntensity;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float4 posWorld : TEXCOORD0;
|
||||
float3 normalDir : TEXCOORD1;
|
||||
LIGHTING_COORDS(2,3)
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : COLOR {
|
||||
i.normalDir = normalize(i.normalDir);
|
||||
/////// Vectors:
|
||||
float3 normalDirection = i.normalDir;
|
||||
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||||
////// Lighting:
|
||||
float3 finalColor = 0;
|
||||
return fixed4(finalColor * 1,0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
CustomEditor "ShaderForgeMaterialInspector"
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4d9ca675fb032634dafa518331621209
|
||||
timeCreated: 1450889883
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,77 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Shader created with Shader Forge v1.18
|
||||
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
|
||||
// Note: Manually altering this data may prevent you from opening it in Shader Forge
|
||||
/*SF_DATA;ver:1.18;sub:START;pass:START;ps:flbk:Unlit/Texture,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5441177,fgcg:0.4627208,fgcb:0.4440961,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:3133,x:33876,y:32624,varname:node_3133,prsc:2|custl-8822-OUT;n:type:ShaderForge.SFN_Tex2d,id:2429,x:33019,y:32690,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_2429,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-3865-OUT;n:type:ShaderForge.SFN_Vector3,id:8810,x:32829,y:34192,cmnt:IRON - base color,varname:node_8810,prsc:2,v1:0,v2:0,v3:0;n:type:ShaderForge.SFN_Tex2d,id:751,x:32045,y:32715,varname:node_751,prsc:2,tex:40a59d660a527ee4cbad46b701a4d2cd,ntxv:3,isnm:True|UVIN-6155-UVOUT,TEX-6875-TEX;n:type:ShaderForge.SFN_ValueProperty,id:2353,x:32374,y:33080,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:node_2353,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_ValueProperty,id:4043,x:31265,y:33400,ptovrint:False,ptlb:Speed,ptin:_Speed,varname:node_4043,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.7;n:type:ShaderForge.SFN_Time,id:6750,x:31265,y:33453,varname:node_6750,prsc:2;n:type:ShaderForge.SFN_Tex2dAsset,id:6875,x:31583,y:32673,ptovrint:False,ptlb:Distortion,ptin:_Distortion,varname:node_6875,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:40a59d660a527ee4cbad46b701a4d2cd,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Tex2d,id:6741,x:32112,y:32881,varname:node_6741,prsc:2,tex:40a59d660a527ee4cbad46b701a4d2cd,ntxv:0,isnm:False|UVIN-6391-UVOUT,TEX-6875-TEX;n:type:ShaderForge.SFN_TexCoord,id:5080,x:31263,y:32867,varname:node_5080,prsc:2,uv:0;n:type:ShaderForge.SFN_Multiply,id:61,x:31845,y:33298,varname:node_61,prsc:2|A-4043-OUT,B-6750-TSL;n:type:ShaderForge.SFN_Add,id:4467,x:31612,y:33047,varname:node_4467,prsc:2|A-44-OUT,B-2345-OUT;n:type:ShaderForge.SFN_Vector2,id:2345,x:31612,y:33183,varname:node_2345,prsc:2,v1:0.5,v2:0.5;n:type:ShaderForge.SFN_Panner,id:6391,x:31845,y:33080,varname:node_6391,prsc:2,spu:-1,spv:1|UVIN-4467-OUT,DIST-61-OUT;n:type:ShaderForge.SFN_Panner,id:6155,x:31850,y:32922,varname:node_6155,prsc:2,spu:1,spv:-1|UVIN-44-OUT,DIST-61-OUT;n:type:ShaderForge.SFN_Add,id:1254,x:32291,y:32680,varname:node_1254,prsc:2|A-751-R,B-6741-R;n:type:ShaderForge.SFN_Add,id:507,x:32291,y:32813,varname:node_507,prsc:2|A-751-G,B-6741-G;n:type:ShaderForge.SFN_Append,id:2851,x:32482,y:32711,varname:node_2851,prsc:2|A-1254-OUT,B-507-OUT;n:type:ShaderForge.SFN_TexCoord,id:1448,x:32482,y:32527,varname:node_1448,prsc:2,uv:0;n:type:ShaderForge.SFN_Multiply,id:1349,x:32551,y:32968,varname:node_1349,prsc:2|A-2851-OUT,B-2353-OUT;n:type:ShaderForge.SFN_Add,id:3865,x:32709,y:32614,varname:node_3865,prsc:2|A-1448-UVOUT,B-1349-OUT;n:type:ShaderForge.SFN_Color,id:8290,x:33220,y:33127,ptovrint:False,ptlb:Tint,ptin:_Tint,varname:node_8290,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.275519,c2:0.6100883,c3:0.7205882,c4:0;n:type:ShaderForge.SFN_Multiply,id:8822,x:33436,y:33048,varname:node_8822,prsc:2|A-2429-RGB,B-8290-RGB;n:type:ShaderForge.SFN_Multiply,id:44,x:31340,y:33078,varname:node_44,prsc:2|A-5080-UVOUT,B-1136-OUT;n:type:ShaderForge.SFN_ValueProperty,id:1136,x:31152,y:33204,ptovrint:False,ptlb:Scale,ptin:_Scale,varname:node_1136,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;proporder:2353-4043-6875-8290-1136-2429;pass:END;sub:END;*/
|
||||
|
||||
Shader "Hidden/DCG/Water Shader/Underwater" {
|
||||
Properties {
|
||||
_Intensity ("Intensity", Float ) = 0.1
|
||||
_Speed ("Speed", Float ) = 0.7
|
||||
_Distortion ("Distortion", 2D) = "bump" {}
|
||||
_Tint ("Tint", Color) = (0.275519,0.6100883,0.7205882,0)
|
||||
_Scale ("Scale", Float ) = 1
|
||||
_MainTex ("MainTex", 2D) = "white" {}
|
||||
}
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType"="Opaque"
|
||||
}
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags {
|
||||
"LightMode"="ForwardBase"
|
||||
}
|
||||
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
#include "UnityCG.cginc"
|
||||
#pragma multi_compile_fwdbase_fullshadows
|
||||
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||||
#pragma target 3.0
|
||||
uniform float4 _TimeEditor;
|
||||
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||||
uniform float _Intensity;
|
||||
uniform float _Speed;
|
||||
uniform sampler2D _Distortion; uniform float4 _Distortion_ST;
|
||||
uniform float4 _Tint;
|
||||
uniform float _Scale;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : COLOR {
|
||||
/////// Vectors:
|
||||
////// Lighting:
|
||||
float4 node_6750 = _Time + _TimeEditor;
|
||||
float node_61 = (_Speed*node_6750.r);
|
||||
float2 node_44 = (i.uv0*_Scale);
|
||||
float2 node_6155 = (node_44+node_61*float2(1,-1));
|
||||
float3 node_751 = UnpackNormal(tex2D(_Distortion,TRANSFORM_TEX(node_6155, _Distortion)));
|
||||
float2 node_6391 = ((node_44+float2(0.5,0.5))+node_61*float2(-1,1));
|
||||
float3 node_6741 = UnpackNormal(tex2D(_Distortion,TRANSFORM_TEX(node_6391, _Distortion)));
|
||||
float2 node_3865 = (i.uv0+(float2((node_751.r+node_6741.r),(node_751.g+node_6741.g))*_Intensity));
|
||||
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_3865, _MainTex));
|
||||
float3 finalColor = (_MainTex_var.rgb*_Tint.rgb);
|
||||
return fixed4(finalColor,1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Unlit/Texture"
|
||||
CustomEditor "ShaderForgeMaterialInspector"
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 40ec964eb24a3b947991a0c115ca41a3
|
||||
timeCreated: 1450804537
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,177 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
|
||||
|
||||
Shader "Hidden/DCG/Water Shader/Water Fog"
|
||||
{
|
||||
CGINCLUDE
|
||||
#include "UnityCG.cginc"
|
||||
sampler2D _CameraDepthTexture;
|
||||
#define PI 3.1416
|
||||
float4 _FogColor, _SunLightColor, _BoxMin, _BoxMax, _LightColor, VolumeSize;
|
||||
|
||||
float _sunIntensity = 1.2,
|
||||
sunRadius,
|
||||
_FogDensity,
|
||||
sunDistance = 100,
|
||||
sunDistanceFactor = 500,
|
||||
_Ray, gain=1,
|
||||
threshold=0,
|
||||
Exposure;
|
||||
|
||||
float3 LightTransform = float3(0, 0, 1);
|
||||
|
||||
float hit (float3 start, float3 dir, float3 M1, float3 M2, inout float hitMin, inout float hitMax)
|
||||
{
|
||||
float yMin, yMax, zMin, zMax;
|
||||
float flag = 1.0;
|
||||
|
||||
if (dir.x > 0)
|
||||
{
|
||||
hitMin = (M1.x - start.x) / dir.x;
|
||||
hitMax = (M2.x - start.x) / dir.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
hitMin = (M2.x - start.x) / dir.x;
|
||||
hitMax = (M1.x - start.x) / dir.x;
|
||||
}
|
||||
if (dir.y > 0)
|
||||
{
|
||||
yMin = (M1.y - start.y) / dir.y;
|
||||
yMax = (M2.y - start.y) / dir.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
yMin = (M2.y - start.y) / dir.y;
|
||||
yMax = (M1.y - start.y) / dir.y;
|
||||
}
|
||||
if ((hitMin > yMax) || (yMin > hitMax)) flag = -1.0;
|
||||
if (yMin > hitMin) hitMin = yMin;
|
||||
if (yMax < hitMax) hitMax = yMax;
|
||||
if (dir.z > 0)
|
||||
{
|
||||
zMin = (M1.z - start.z) / dir.z;
|
||||
zMax = (M2.z - start.z) / dir.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
zMin = (M2.z - start.z) / dir.z;
|
||||
zMax = (M1.z - start.z) / dir.z;
|
||||
}
|
||||
if ((hitMin > zMax) || (zMin > hitMax)) flag = -1.0;
|
||||
if (zMin > hitMin) hitMin = zMin;
|
||||
if (zMax < hitMax) hitMax = zMax;
|
||||
return (flag > 0.0);
|
||||
}
|
||||
float He(float3 E, float3 L, float mieDirectionalG)
|
||||
{
|
||||
float theta=saturate(dot(E, L));
|
||||
return (1.0 / (4.0 * PI)) * ((1.0 - mieDirectionalG * mieDirectionalG) / pow(1.0 - 2.0 * mieDirectionalG * theta + mieDirectionalG * mieDirectionalG, 1.5)) ;
|
||||
}
|
||||
struct v2f
|
||||
{
|
||||
float4 SampleCoordinates : SV_POSITION;
|
||||
float3 Wpos : TEXCOORD0;
|
||||
float4 ScreenUVs : TEXCOORD1;
|
||||
float3 LocalPos : TEXCOORD2;
|
||||
float3 ViewPos : TEXCOORD3;
|
||||
float3 LocalEyePos : TEXCOORD4;
|
||||
float3 LightLocalDir : TEXCOORD5;
|
||||
};
|
||||
|
||||
half Threshold(float a, float Gain, float Contrast)
|
||||
{
|
||||
float Guy = a * Gain;
|
||||
float thresh = Guy - Contrast;
|
||||
return saturate(lerp(0.0f ,Guy , thresh ));
|
||||
}
|
||||
|
||||
v2f vert (appdata_full i)
|
||||
{
|
||||
v2f o;
|
||||
o.SampleCoordinates = UnityObjectToClipPos(i.vertex);
|
||||
o.Wpos = mul((float4x4)unity_ObjectToWorld, float4(i.vertex.xyz, 1)).xyz;
|
||||
o.ScreenUVs = ComputeScreenPos(o.SampleCoordinates);
|
||||
o.ViewPos = mul((float4x4)UNITY_MATRIX_MV, float4(i.vertex.xyz, 1)).xyz;
|
||||
o.LocalPos = i.vertex.xyz;
|
||||
o.LocalEyePos = mul((float4x4)unity_WorldToObject, (float4(_WorldSpaceCameraPos, 1))).xyz;
|
||||
o.LightLocalDir = mul((float4x4)unity_WorldToObject, (float4(LightTransform.xyz, 1))).xyz;
|
||||
return o;
|
||||
}
|
||||
float4 frag (v2f i) : COLOR
|
||||
{
|
||||
float3 direction = normalize(i.LocalPos - i.LocalEyePos);
|
||||
float hitMin, hitMax;
|
||||
float Volume = hit(i.LocalEyePos, direction, _BoxMin.xyz, _BoxMax.xyz, hitMin, hitMax);
|
||||
int Inside[3] = {0, 0, 0}, bOutside;
|
||||
Inside[0] = step(0, abs(i.LocalEyePos.x) - _BoxMax.x);
|
||||
Inside[1] = step(0, abs(i.LocalEyePos.y) - _BoxMax.y);
|
||||
Inside[2] = step(0, abs(i.LocalEyePos.z) - _BoxMax.z);
|
||||
bOutside = min(1,(float)(Inside[0] + Inside[1] + Inside[2]));
|
||||
hitMin*=bOutside;
|
||||
float2 ScreenUVs = i.ScreenUVs.xy/i.ScreenUVs.w;
|
||||
float Depth = length(DECODE_EYEDEPTH(tex2D(_CameraDepthTexture, ScreenUVs).r )/normalize(i.ViewPos).z);
|
||||
float lDepth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D (_CameraDepthTexture, ScreenUVs)));
|
||||
float MinMax[2] = {max(hitMin, hitMax), min(hitMin, hitMax)};
|
||||
float thickness = min(MinMax[0], Depth) - min(MinMax[1], Depth);
|
||||
float Fog = thickness / _FogDensity;
|
||||
Fog = 1.0 - exp2( -Fog );
|
||||
Fog *= Volume;
|
||||
float4 ReturnFog=0;
|
||||
float3 Normalized_CameraWorldDir = normalize(i.Wpos - _WorldSpaceCameraPos);
|
||||
float3 Normalized_CameraLocalDir = normalize(i.LocalPos - i.LocalEyePos);
|
||||
float3 CameraLocalDir = (i.LocalPos - i.LocalEyePos);
|
||||
half DistanceClamp = saturate( Depth / sunDistanceFactor - sunDistance);
|
||||
#define STEPS 50
|
||||
float inv_STEPS = 1.0f/(float)STEPS;
|
||||
float4 Noise=0, ShadowColor=0;
|
||||
float3 rayStart = i.LocalEyePos + Normalized_CameraLocalDir * hitMin;
|
||||
float3 rayStop = i.LocalEyePos + Normalized_CameraLocalDir * hitMax;
|
||||
float3 SampleDirection = rayStop - rayStart;
|
||||
float3 step = normalize(SampleDirection) * _Ray;
|
||||
float3 stepLocal = normalize(direction) * _Ray;
|
||||
float Ray = distance(rayStop, rayStart);
|
||||
half jitter = 1;
|
||||
float3 SampleCoordinates = rayStart;
|
||||
#ifdef _FOG_SUNLIGHT
|
||||
float Inscattering = He(Normalized_CameraWorldDir, LightTransform, sunRadius);
|
||||
Inscattering *= DistanceClamp * Fog;
|
||||
ReturnFog = float4( _FogColor.rgb + _FogColor.rgb * _SunLightColor.rgb * _sunIntensity * Inscattering, _FogColor.a);
|
||||
#else
|
||||
ReturnFog = _FogColor;
|
||||
#endif
|
||||
ReturnFog.rgb *= Exposure;
|
||||
ReturnFog.a *= (Fog * _FogColor.a);
|
||||
return ReturnFog;
|
||||
}
|
||||
ENDCG
|
||||
SubShader
|
||||
{
|
||||
Tags {
|
||||
"Queue"="Overlay"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent "
|
||||
}
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Cull Front
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
|
||||
Lighting Off
|
||||
|
||||
Pass{Fog {Mode Off }
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma multi_compile _ _FOG_SUNLIGHT
|
||||
#pragma glsl
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 32ffca92e3aeb284cbbd31d40dee6c72
|
||||
timeCreated: 1450647518
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
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|
||||
|
|
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|
|||
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||||
guid: 3fef2c61a6f6b0349bd00c0cace9449e
|
||||
timeCreated: 1452378911
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
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|
|||
fileFormatVersion: 2
|
||||
guid: 1f188647a75b39045b5196ba330c3add
|
||||
timeCreated: 1452722449
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
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|
|||
fileFormatVersion: 2
|
||||
guid: e3045df7d7ddfeb4aaecdb08d58e91ef
|
||||
folderAsset: yes
|
||||
timeCreated: 1448859616
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
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|
|||
fileFormatVersion: 2
|
||||
guid: 978abada44f2a7944a8ad2df2bcd0b73
|
||||
folderAsset: yes
|
||||
timeCreated: 1450804456
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3815731b00360064181351f61005abae
|
||||
folderAsset: yes
|
||||
timeCreated: 1451320606
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
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|
|||
fileFormatVersion: 2
|
||||
guid: 41b91b02fd2285744b0d388d31e7670a
|
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class FlyCamera : MonoBehaviour {
|
||||
|
||||
/**
|
||||
* Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care.
|
||||
* Converted to C# 27-02-13 - no credit wanted.
|
||||
* Added resetRotation, RF control, improved initial mouse position, 2015-03-11 - Roi Danton.
|
||||
* Simple flycam I made, since I couldn't find any others made public.
|
||||
* Made simple to use (drag and drop, done) for regular keyboard layout
|
||||
* wasdrf : basic movement
|
||||
* shift : Makes camera accelerate
|
||||
* space : Moves camera on X and Z axis only. So camera doesn't gain any height
|
||||
*/
|
||||
|
||||
float mainSpeed = 10f; // Regular speed.
|
||||
float shiftAdd = 25f; // Multiplied by how long shift is held. Basically running.
|
||||
float maxShift = 100f; // Maximum speed when holding shift.
|
||||
float camSens = .35f; // Camera sensitivity by mouse input.
|
||||
private Vector3 lastMouse = new Vector3(Screen.width/2, Screen.height/2, 0); // Kind of in the middle of the screen, rather than at the top (play).
|
||||
private float totalRun= 1.0f;
|
||||
|
||||
void Start(){
|
||||
transform.localEulerAngles = Vector3.zero;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
|
||||
// Mouse input.
|
||||
lastMouse = Input.mousePosition - lastMouse;
|
||||
lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
|
||||
lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
|
||||
transform.eulerAngles = lastMouse;
|
||||
lastMouse = Input.mousePosition;
|
||||
|
||||
// Keyboard commands.
|
||||
Vector3 p = getDirection();
|
||||
if (Input.GetKey (KeyCode.LeftShift)){
|
||||
totalRun += Time.deltaTime;
|
||||
p = p * totalRun * shiftAdd;
|
||||
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
|
||||
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
|
||||
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
|
||||
}
|
||||
else{
|
||||
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
|
||||
p = p * mainSpeed;
|
||||
}
|
||||
|
||||
p = p * Time.deltaTime;
|
||||
Vector3 newPosition = transform.position;
|
||||
if (Input.GetKey(KeyCode.V)){ //If player wants to move on X and Z axis only
|
||||
transform.Translate(p);
|
||||
newPosition.x = transform.position.x;
|
||||
newPosition.z = transform.position.z;
|
||||
transform.position = newPosition;
|
||||
}
|
||||
else{
|
||||
transform.Translate(p);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private Vector3 getDirection() {
|
||||
Vector3 p_Velocity = new Vector3();
|
||||
if (Input.GetKey (KeyCode.W)){
|
||||
p_Velocity += new Vector3(0, 0 , 1);
|
||||
}
|
||||
if (Input.GetKey (KeyCode.S)){
|
||||
p_Velocity += new Vector3(0, 0, -1);
|
||||
}
|
||||
if (Input.GetKey (KeyCode.A)){
|
||||
p_Velocity += new Vector3(-1, 0, 0);
|
||||
}
|
||||
if (Input.GetKey (KeyCode.D)){
|
||||
p_Velocity += new Vector3(1, 0, 0);
|
||||
}
|
||||
if (Input.GetKey (KeyCode.R)){
|
||||
p_Velocity += new Vector3(0, 1, 0);
|
||||
}
|
||||
if (Input.GetKey (KeyCode.F)){
|
||||
p_Velocity += new Vector3(0, -1, 0);
|
||||
}
|
||||
return p_Velocity;
|
||||
}
|
||||
|
||||
public void resetRotation(Vector3 lookAt) {
|
||||
transform.LookAt(lookAt);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
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timeCreated: 1451318989
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licenseType: Store
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serializedVersion: 2
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userData:
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|
@ -0,0 +1,15 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class MeshSortingOrder : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
void Awake () {
|
||||
GetComponent<Renderer>().sortingOrder = 1000;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void OnEnable () {
|
||||
GetComponent<Renderer>().sortingOrder = 1000;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
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@ -0,0 +1,244 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
// This is in fact just the Water script from Pro Standard Assets,
|
||||
// just with refraction stuff removed.
|
||||
|
||||
[ExecuteInEditMode] // Make mirror live-update even when not in play mode
|
||||
public class MirrorReflection : MonoBehaviour
|
||||
{
|
||||
public bool m_DisablePixelLights = true;
|
||||
public int m_TextureSize = 256;
|
||||
public float m_ClipPlaneOffset = 0.07f;
|
||||
|
||||
public LayerMask m_ReflectLayers = -1;
|
||||
|
||||
private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table
|
||||
|
||||
private RenderTexture m_ReflectionTexture = null;
|
||||
private int m_OldReflectionTextureSize = 0;
|
||||
|
||||
private static bool s_InsideRendering = false;
|
||||
|
||||
// This is called when it's known that the object will be rendered by some
|
||||
// camera. We render reflections and do other updates here.
|
||||
// Because the script executes in edit mode, reflections for the scene view
|
||||
// camera will just work!
|
||||
public void OnWillRenderObject()
|
||||
{
|
||||
if( !enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial || !GetComponent<Renderer>().enabled )
|
||||
return;
|
||||
|
||||
Camera cam = Camera.current;
|
||||
if( !cam )
|
||||
return;
|
||||
|
||||
// Safeguard from recursive reflections.
|
||||
if( s_InsideRendering )
|
||||
return;
|
||||
s_InsideRendering = true;
|
||||
|
||||
Camera reflectionCamera;
|
||||
CreateMirrorObjects( cam, out reflectionCamera );
|
||||
|
||||
// find out the reflection plane: position and normal in world space
|
||||
Vector3 pos = transform.position;
|
||||
Vector3 normal = transform.up;
|
||||
|
||||
// Optionally disable pixel lights for reflection
|
||||
int oldPixelLightCount = QualitySettings.pixelLightCount;
|
||||
if( m_DisablePixelLights )
|
||||
QualitySettings.pixelLightCount = 0;
|
||||
|
||||
UpdateCameraModes( cam, reflectionCamera );
|
||||
|
||||
// Render reflection
|
||||
// Reflect camera around reflection plane
|
||||
float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset;
|
||||
Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d);
|
||||
|
||||
Matrix4x4 reflection = Matrix4x4.zero;
|
||||
CalculateReflectionMatrix (ref reflection, reflectionPlane);
|
||||
Vector3 oldpos = cam.transform.position;
|
||||
Vector3 newpos = reflection.MultiplyPoint( oldpos );
|
||||
reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
|
||||
|
||||
// Setup oblique projection matrix so that near plane is our reflection
|
||||
// plane. This way we clip everything below/above it for free.
|
||||
Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f );
|
||||
Matrix4x4 projection = cam.projectionMatrix;
|
||||
CalculateObliqueMatrix (ref projection, clipPlane);
|
||||
reflectionCamera.projectionMatrix = projection;
|
||||
|
||||
reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer
|
||||
reflectionCamera.targetTexture = m_ReflectionTexture;
|
||||
GL.invertCulling = true;
|
||||
reflectionCamera.transform.position = newpos;
|
||||
Vector3 euler = cam.transform.eulerAngles;
|
||||
reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z);
|
||||
reflectionCamera.Render();
|
||||
reflectionCamera.transform.position = oldpos;
|
||||
GL.invertCulling = false;
|
||||
Material[] materials = GetComponent<Renderer>().sharedMaterials;
|
||||
foreach( Material mat in materials ) {
|
||||
if( mat.HasProperty("_ReflectionTex") )
|
||||
mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
|
||||
}
|
||||
|
||||
// Set matrix on the shader that transforms UVs from object space into screen
|
||||
// space. We want to just project reflection texture on screen.
|
||||
Matrix4x4 scaleOffset = Matrix4x4.TRS(
|
||||
new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) );
|
||||
Vector3 scale = transform.lossyScale;
|
||||
Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) );
|
||||
mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx;
|
||||
foreach( Material mat in materials ) {
|
||||
mat.SetMatrix( "_ProjMatrix", mtx );
|
||||
}
|
||||
|
||||
// Restore pixel light count
|
||||
if( m_DisablePixelLights )
|
||||
QualitySettings.pixelLightCount = oldPixelLightCount;
|
||||
|
||||
s_InsideRendering = false;
|
||||
}
|
||||
|
||||
|
||||
// Cleanup all the objects we possibly have created
|
||||
void OnDisable()
|
||||
{
|
||||
if( m_ReflectionTexture ) {
|
||||
DestroyImmediate( m_ReflectionTexture );
|
||||
m_ReflectionTexture = null;
|
||||
}
|
||||
foreach( DictionaryEntry kvp in m_ReflectionCameras )
|
||||
DestroyImmediate( ((Camera)kvp.Value).gameObject );
|
||||
m_ReflectionCameras.Clear();
|
||||
}
|
||||
|
||||
|
||||
private void UpdateCameraModes( Camera src, Camera dest )
|
||||
{
|
||||
if( dest == null )
|
||||
return;
|
||||
// set camera to clear the same way as current camera
|
||||
dest.clearFlags = src.clearFlags;
|
||||
dest.backgroundColor = src.backgroundColor;
|
||||
if( src.clearFlags == CameraClearFlags.Skybox )
|
||||
{
|
||||
Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox;
|
||||
Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox;
|
||||
if( !sky || !sky.material )
|
||||
{
|
||||
mysky.enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
mysky.enabled = true;
|
||||
mysky.material = sky.material;
|
||||
}
|
||||
}
|
||||
// update other values to match current camera.
|
||||
// even if we are supplying custom camera&projection matrices,
|
||||
// some of values are used elsewhere (e.g. skybox uses far plane)
|
||||
dest.farClipPlane = src.farClipPlane;
|
||||
dest.nearClipPlane = src.nearClipPlane;
|
||||
dest.orthographic = src.orthographic;
|
||||
dest.fieldOfView = src.fieldOfView;
|
||||
dest.aspect = src.aspect;
|
||||
dest.orthographicSize = src.orthographicSize;
|
||||
}
|
||||
|
||||
// On-demand create any objects we need
|
||||
private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera )
|
||||
{
|
||||
reflectionCamera = null;
|
||||
|
||||
// Reflection render texture
|
||||
if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize )
|
||||
{
|
||||
if( m_ReflectionTexture )
|
||||
DestroyImmediate( m_ReflectionTexture );
|
||||
m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
|
||||
m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID();
|
||||
m_ReflectionTexture.isPowerOfTwo = true;
|
||||
m_ReflectionTexture.hideFlags = HideFlags.DontSave;
|
||||
m_OldReflectionTextureSize = m_TextureSize;
|
||||
}
|
||||
|
||||
// Camera for reflection
|
||||
reflectionCamera = m_ReflectionCameras[currentCamera] as Camera;
|
||||
if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
|
||||
{
|
||||
GameObject go = new GameObject( "Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) );
|
||||
reflectionCamera = go.GetComponent<Camera>();
|
||||
reflectionCamera.enabled = false;
|
||||
reflectionCamera.transform.position = transform.position;
|
||||
reflectionCamera.transform.rotation = transform.rotation;
|
||||
reflectionCamera.gameObject.AddComponent<FlareLayer>();
|
||||
go.hideFlags = HideFlags.HideAndDontSave;
|
||||
m_ReflectionCameras[currentCamera] = reflectionCamera;
|
||||
}
|
||||
}
|
||||
|
||||
// Extended sign: returns -1, 0 or 1 based on sign of a
|
||||
private static float sgn(float a)
|
||||
{
|
||||
if (a > 0.0f) return 1.0f;
|
||||
if (a < 0.0f) return -1.0f;
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Given position/normal of the plane, calculates plane in camera space.
|
||||
private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
|
||||
{
|
||||
Vector3 offsetPos = pos + normal * m_ClipPlaneOffset;
|
||||
Matrix4x4 m = cam.worldToCameraMatrix;
|
||||
Vector3 cpos = m.MultiplyPoint( offsetPos );
|
||||
Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign;
|
||||
return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) );
|
||||
}
|
||||
|
||||
// Adjusts the given projection matrix so that near plane is the given clipPlane
|
||||
// clipPlane is given in camera space. See article in Game Programming Gems 5 and
|
||||
// http://aras-p.info/texts/obliqueortho.html
|
||||
private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane)
|
||||
{
|
||||
Vector4 q = projection.inverse * new Vector4(
|
||||
sgn(clipPlane.x),
|
||||
sgn(clipPlane.y),
|
||||
1.0f,
|
||||
1.0f
|
||||
);
|
||||
Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q)));
|
||||
// third row = clip plane - fourth row
|
||||
projection[2] = c.x - projection[3];
|
||||
projection[6] = c.y - projection[7];
|
||||
projection[10] = c.z - projection[11];
|
||||
projection[14] = c.w - projection[15];
|
||||
}
|
||||
|
||||
// Calculates reflection matrix around the given plane
|
||||
private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane)
|
||||
{
|
||||
reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]);
|
||||
reflectionMat.m01 = ( - 2F*plane[0]*plane[1]);
|
||||
reflectionMat.m02 = ( - 2F*plane[0]*plane[2]);
|
||||
reflectionMat.m03 = ( - 2F*plane[3]*plane[0]);
|
||||
|
||||
reflectionMat.m10 = ( - 2F*plane[1]*plane[0]);
|
||||
reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]);
|
||||
reflectionMat.m12 = ( - 2F*plane[1]*plane[2]);
|
||||
reflectionMat.m13 = ( - 2F*plane[3]*plane[1]);
|
||||
|
||||
reflectionMat.m20 = ( - 2F*plane[2]*plane[0]);
|
||||
reflectionMat.m21 = ( - 2F*plane[2]*plane[1]);
|
||||
reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]);
|
||||
reflectionMat.m23 = ( - 2F*plane[3]*plane[2]);
|
||||
|
||||
reflectionMat.m30 = 0F;
|
||||
reflectionMat.m31 = 0F;
|
||||
reflectionMat.m32 = 0F;
|
||||
reflectionMat.m33 = 1F;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
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