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("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" +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Backface.shader.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Backface.shader.meta new file mode 100644 index 00000000..f5295b7b --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Backface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 84994a81a3dd9cd44b93378c52ff497e +timeCreated: 1452701853 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Caustics.shader b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Caustics.shader new file mode 100644 index 00000000..9e082534 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Caustics.shader @@ -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 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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" +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Caustics.shader.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Caustics.shader.meta new file mode 100644 index 00000000..1c7ce298 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/Caustics.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4d9ca675fb032634dafa518331621209 +timeCreated: 1450889883 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/UnderWaterDistortion.shader b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/UnderWaterDistortion.shader new file mode 100644 index 00000000..5d3f6b60 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/UnderWaterDistortion.shader @@ -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 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+ +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" +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/UnderWaterDistortion.shader.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/UnderWaterDistortion.shader.meta new file mode 100644 index 00000000..613d313d --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/UnderWaterDistortion.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 40ec964eb24a3b947991a0c115ca41a3 +timeCreated: 1450804537 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterFog.shader b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterFog.shader new file mode 100644 index 00000000..79df5776 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterFog.shader @@ -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 + } + } +} \ No newline at end of file diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterFog.shader.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterFog.shader.meta new file mode 100644 index 00000000..87379317 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterFog.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 32ffca92e3aeb284cbbd31d40dee6c72 +timeCreated: 1450647518 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceDX11.shader b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceDX11.shader new file mode 100644 index 00000000..0cf145dd --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceDX11.shader @@ -0,0 +1,708 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' + +// 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 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Level,ptin:_TessellationLevel,varname:node_9815,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_ConstantClamp,id:2280,x:31634,y:31543,varname:node_2280,prsc:2,min:0.01,max:1|IN-4892-RGB;n:type:ShaderForge.SFN_DepthBlend,id:1708,x:32168,y:34238,varname:node_1708,prsc:2|DIST-8619-OUT;n:type:ShaderForge.SFN_Multiply,id:8619,x:32178,y:34370,varname:node_8619,prsc:2|A-3660-OUT,B-3912-OUT;n:type:ShaderForge.SFN_Vector1,id:3912,x:32111,y:34559,varname:node_3912,prsc:2,v1:3.3;n:type:ShaderForge.SFN_OneMinus,id:3168,x:32357,y:34224,varname:node_3168,prsc:2|IN-1708-OUT;n:type:ShaderForge.SFN_RemapRange,id:7227,x:32589,y:34224,varname:node_7227,prsc:2,frmn:0,frmx:1,tomn:0.25,tomx:1|IN-3168-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6724,x:30947,y:34069,ptovrint:False,ptlb:Shore Water Opacity,ptin:_ShoreWaterOpacity,varname:node_6724,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.15;n:type:ShaderForge.SFN_Add,id:3434,x:34840,y:31209,varname:node_3434,prsc:2|A-930-OUT,B-3513-OUT;n:type:ShaderForge.SFN_Relay,id:8220,x:34170,y:31291,varname:node_8220,prsc:2|IN-3702-OUT;n:type:ShaderForge.SFN_Multiply,id:930,x:34605,y:31197,varname:node_930,prsc:2|A-7201-OUT,B-8220-OUT;proporder:141-8031-8643-6998-9833-8873-4105-4005-9712-3660-4511-6724-2988-4695-9092-6388-3311-7399-1355-4557-7064-4134-6100-3535-4909-6400-9305-9609-6919-239-7507-9301-8221-6935-1612-7658-9815;pass:END;sub:END;*/ + +Shader "DCG/Water Shader/Water Surface DX11" { + Properties { + _ReflectionTex ("ReflectionTex", 2D) = "white" {} + [MaterialToggle] _UseReflection ("Use Reflection", Float ) = 0.5 + _ReflectionColor ("Reflection Color", Color) = (0.5,0.5,0.5,1) + _ReflectionFresnel ("Reflection Fresnel", Float ) = 1 + _ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 1 + _RefractionIntensity ("Refraction Intensity", Range(0, 2)) = 0 + _NormalTexture ("Normal Texture", 2D) = "bump" {} + _NormalIntensity ("Normal Intensity", Range(0, 1)) = 1 + _WaterColor ("Water Color", Color) = (0.5,0.5,0.5,1) + _WaterDensity ("Water Density", Float ) = 20 + _FadeLevel ("Fade Level", Float ) = 4 + _ShoreWaterOpacity ("Shore Water Opacity", Float ) = 0.15 + _ShoreLineOpacity ("Shore Line Opacity", Float ) = 1 + _WavesScale ("Waves Scale", Range(0.01, 1)) = 0.8 + _WavesSpeed ("Waves Speed", Range(0, 1)) = 0 + _Specular ("Specular", Float ) = 5 + _Gloss ("Gloss", Range(0, 1)) = 0.6 + _Displacement ("Displacement", 2D) = "white" {} + _DisplacementIntensity ("Displacement Intensity", Float ) = 1 + _DisplacementScale ("Displacement Scale", Range(0.01, 1)) = 0.5 + _DisplacementSpeed ("Displacement Speed", Range(0.01, 10)) = 0.5079523 + _FoamTexture ("Foam Texture", 2D) = "white" {} + _ShoreFoamDistance ("Shore Foam Distance", Float ) = 1 + _FoamScale ("Foam Scale", Range(0.01, 2)) = 0.01 + _FoamSpeed ("Foam Speed", Range(0.01, 10)) = 0.01 + _ShoreFoamIntensity ("Shore Foam Intensity", Float ) = 2 + _DisplacementFoamIntensity ("Displacement Foam Intensity", Float ) = 1 + _WavesDisplacementFoamIntensity ("Waves Displacement Foam Intensity", Float ) = 1 + _WavesTexture ("Waves Texture", 2D) = "white" {} + _MaskWavesDisplacement ("Mask Waves Displacement", 2D) = "white" {} + [MaterialToggle] _RadialWaves ("Radial Waves", Float ) = 0 + [MaterialToggle] _UseMask ("Use Mask", Float ) = -0.4142135 + [MaterialToggle] _InverseDirection ("Inverse Direction", Float ) = 0 + _WavesAmount ("Waves Amount", Range(0, 1)) = 0 + _WavesDisplacementSpeed ("Waves Displacement Speed", Range(0, 10)) = 1 + _WavesIntensity ("Waves Intensity", Float ) = 1 + _TessellationLevel ("Tessellation Level", Float ) = 1 + [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 + ZWrite Off + + CGPROGRAM + #pragma hull hull + #pragma domain domain + #pragma vertex tessvert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "Tessellation.cginc" + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma exclude_renderers gles3 d3d11_9x psp2 + #pragma target 5.0 + #pragma glsl + uniform sampler2D _GrabTexture; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _WaterDensity; + uniform float _FadeLevel; + uniform float _ReflectionFresnel; + uniform float _WavesScale; + uniform float _WavesSpeed; + uniform float _NormalIntensity; + uniform float _Gloss; + uniform float _Specular; + uniform float4 _WaterColor; + uniform float _ReflectionIntensity; + uniform fixed _UseReflection; + uniform float4 _ReflectionColor; + uniform float _RefractionIntensity; + uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamScale; + uniform float _FoamSpeed; + uniform float _ShoreFoamDistance; + uniform float _ShoreFoamIntensity; + uniform float _ShoreLineOpacity; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _WavesDisplacementFoamIntensity; + uniform float _DisplacementFoamIntensity; + uniform float _TessellationLevel; + uniform float _ShoreWaterOpacity; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + UNITY_FOG_COORDS(7) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.screenPos = o.pos; + return o; + } + #ifdef UNITY_CAN_COMPILE_TESSELLATION + struct TessVertex { + float4 vertex : INTERNALTESSPOS; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct OutputPatchConstant { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + float3 vTangent[4] : TANGENT; + float2 vUV[4] : TEXCOORD; + float3 vTanUCorner[4] : TANUCORNER; + float3 vTanVCorner[4] : TANVCORNER; + float4 vCWts : TANWEIGHTS; + }; + TessVertex tessvert (VertexInput v) { + TessVertex o; + o.vertex = v.vertex; + o.normal = v.normal; + o.tangent = v.tangent; + o.texcoord0 = v.texcoord0; + return o; + } + float Tessellation(TessVertex v){ + return _TessellationLevel; + } + float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){ + float tv = Tessellation(v); + float tv1 = Tessellation(v1); + float tv2 = Tessellation(v2); + return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3); + } + OutputPatchConstant hullconst (InputPatch v) { + OutputPatchConstant o = (OutputPatchConstant)0; + float4 ts = Tessellation( v[0], v[1], v[2] ); + o.edge[0] = ts.x; + o.edge[1] = ts.y; + o.edge[2] = ts.z; + o.inside = ts.w; + return o; + } + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("hullconst")] + [outputcontrolpoints(3)] + TessVertex hull (InputPatch v, uint id : SV_OutputControlPointID) { + return v[id]; + } + [domain("tri")] + VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) { + VertexInput v = (VertexInput)0; + v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z; + v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z; + v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z; + v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z; + VertexOutput o = vert(v); + return o; + } + #endif + 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.normalDir = normalize(i.normalDir); + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float4 node_2375 = _Time + _TimeEditor; + float node_8229 = (_WavesSpeed*node_2375.r*1.61803398875); + float2 node_5986 = (i.uv0*float2(objScale.r,objScale.b)*_WavesScale); + float2 node_8298 = (node_5986+node_8229*float2(1,-1)); + float3 node_6123 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_8298, _NormalTexture))); + float2 node_9836 = ((node_5986+float2(0.5,0.5))*0.8); + float2 node_7614 = (node_9836+node_8229*float2(-1,1)); + float3 node_7755 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7614, _NormalTexture))); + float node_60 = (node_6123.r+node_7755.r); + float node_6221 = (node_6123.g+node_7755.g); + float node_5594 = (node_8229*0.6); + float node_6903 = 0.1; + float2 node_7203 = ((node_6903*node_5986)+node_5594*float2(-1,1)); + float3 node_3810 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7203, _NormalTexture))); + float2 node_117 = ((node_6903*node_9836)+node_5594*float2(1,-1)); + float3 node_2963 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_117, _NormalTexture))); + float node_1671 = 1.0; + float3 node_6060 = lerp(float3(0,0,1),float3((float2(node_60,node_6221)+(float2((node_3810.r+node_2963.r),(node_3810.g+node_2963.g))*0.5)),node_1671),_NormalIntensity); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (node_6060.rg*_RefractionIntensity*0.1); + float4 sceneColor = tex2D(_GrabTexture, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = node_6060; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = 1; + float node_8267 = 1.0; + float4 node_7838 = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex)); + float4 node_9204 = _Time + _TimeEditor; + float node_827 = (_FoamSpeed*node_9204.r); + float2 node_2254 = (float2(objScale.r,objScale.b)*i.uv0*_FoamScale); + float2 node_9810 = (node_2254+node_827*float2(-1,1)); + float4 node_837 = tex2D(_FoamTexture,TRANSFORM_TEX(node_9810, _FoamTexture)); + float2 node_1263 = (((node_2254+float2(0.5,0.5))*0.8)+node_827*float2(1,-1)); + float4 node_2220 = tex2D(_FoamTexture,TRANSFORM_TEX(node_1263, _FoamTexture)); + float3 node_3702 = (clamp(_LightColor0.rgb,0.01,1)*attenuation); + float3 node_6257 = (node_837.rgb*node_2220.rgb*node_3702); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((i.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (i.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2D(_MaskWavesDisplacement,TRANSFORM_TEX(node_3646, _MaskWavesDisplacement)); + float2 node_2367 = ((lerp( i.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2D(_WavesTexture,TRANSFORM_TEX(node_2367, _WavesTexture)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*i.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2D(_Displacement,TRANSFORM_TEX(node_8500, _Displacement)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2D(_Displacement,TRANSFORM_TEX(node_1716, _Displacement)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float3 finalColor = ((saturate((1.0-(1.0-saturate((1.0-(1.0-(pow(saturate((node_8267 + ( (saturate((sceneZ-partZ)/_WaterDensity) - _ShoreWaterOpacity) * (0.0 - node_8267) ) / ((_WaterColor.rgb*9.0+1.0) - _ShoreWaterOpacity))),_FadeLevel)*sceneColor.rgb*((1.0 - saturate((sceneZ-partZ)/(_WaterDensity*3.3)))*0.75+0.25)))*(1.0-(lerp( _ReflectionColor.rgb, node_7838.rgb, _UseReflection )*pow(1.0-max(0,dot(normalDirection, viewDirection)),_ReflectionFresnel)*_ReflectionIntensity)))))*(1.0-((((1.0 - saturate((sceneZ-partZ)/_ShoreFoamDistance))*node_6257*_ShoreFoamIntensity)+(node_8869*node_6257*_WavesDisplacementFoamIntensity))+(node_6257*dot(node_6532,float3(0.3,0.59,0.11))*_DisplacementFoamIntensity)))))*node_3702)+(_Specular*pow(max(0,dot(lightDirection,viewReflectDirection)),exp((_Gloss*9.0+1.0)))*node_3702)); + fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate((sceneZ-partZ)/_ShoreLineOpacity)),1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + ZWrite Off + + CGPROGRAM + #pragma hull hull + #pragma domain domain + #pragma vertex tessvert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "Tessellation.cginc" + #pragma multi_compile_fwdadd + #pragma multi_compile_fog + #pragma exclude_renderers gles3 d3d11_9x psp2 + #pragma target 5.0 + #pragma glsl + uniform sampler2D _GrabTexture; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _WaterDensity; + uniform float _FadeLevel; + uniform float _ReflectionFresnel; + uniform float _WavesScale; + uniform float _WavesSpeed; + uniform float _NormalIntensity; + uniform float _Gloss; + uniform float _Specular; + uniform float4 _WaterColor; + uniform float _ReflectionIntensity; + uniform fixed _UseReflection; + uniform float4 _ReflectionColor; + uniform float _RefractionIntensity; + uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamScale; + uniform float _FoamSpeed; + uniform float _ShoreFoamDistance; + uniform float _ShoreFoamIntensity; + uniform float _ShoreLineOpacity; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _WavesDisplacementFoamIntensity; + uniform float _DisplacementFoamIntensity; + uniform float _TessellationLevel; + uniform float _ShoreWaterOpacity; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.screenPos = o.pos; + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + #ifdef UNITY_CAN_COMPILE_TESSELLATION + struct TessVertex { + float4 vertex : INTERNALTESSPOS; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct OutputPatchConstant { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + float3 vTangent[4] : TANGENT; + float2 vUV[4] : TEXCOORD; + float3 vTanUCorner[4] : TANUCORNER; + float3 vTanVCorner[4] : TANVCORNER; + float4 vCWts : TANWEIGHTS; + }; + TessVertex tessvert (VertexInput v) { + TessVertex o; + o.vertex = v.vertex; + o.normal = v.normal; + o.tangent = v.tangent; + o.texcoord0 = v.texcoord0; + return o; + } + float Tessellation(TessVertex v){ + return _TessellationLevel; + } + float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){ + float tv = Tessellation(v); + float tv1 = Tessellation(v1); + float tv2 = Tessellation(v2); + return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3); + } + OutputPatchConstant hullconst (InputPatch v) { + OutputPatchConstant o = (OutputPatchConstant)0; + float4 ts = Tessellation( v[0], v[1], v[2] ); + o.edge[0] = ts.x; + o.edge[1] = ts.y; + o.edge[2] = ts.z; + o.inside = ts.w; + return o; + } + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("hullconst")] + [outputcontrolpoints(3)] + TessVertex hull (InputPatch v, uint id : SV_OutputControlPointID) { + return v[id]; + } + [domain("tri")] + VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) { + VertexInput v = (VertexInput)0; + v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z; + v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z; + v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z; + v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z; + VertexOutput o = vert(v); + return o; + } + #endif + 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.normalDir = normalize(i.normalDir); + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float4 node_2375 = _Time + _TimeEditor; + float node_8229 = (_WavesSpeed*node_2375.r*1.61803398875); + float2 node_5986 = (i.uv0*float2(objScale.r,objScale.b)*_WavesScale); + float2 node_8298 = (node_5986+node_8229*float2(1,-1)); + float3 node_6123 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_8298, _NormalTexture))); + float2 node_9836 = ((node_5986+float2(0.5,0.5))*0.8); + float2 node_7614 = (node_9836+node_8229*float2(-1,1)); + float3 node_7755 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7614, _NormalTexture))); + float node_60 = (node_6123.r+node_7755.r); + float node_6221 = (node_6123.g+node_7755.g); + float node_5594 = (node_8229*0.6); + float node_6903 = 0.1; + float2 node_7203 = ((node_6903*node_5986)+node_5594*float2(-1,1)); + float3 node_3810 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7203, _NormalTexture))); + float2 node_117 = ((node_6903*node_9836)+node_5594*float2(1,-1)); + float3 node_2963 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_117, _NormalTexture))); + float node_1671 = 1.0; + float3 node_6060 = lerp(float3(0,0,1),float3((float2(node_60,node_6221)+(float2((node_3810.r+node_2963.r),(node_3810.g+node_2963.g))*0.5)),node_1671),_NormalIntensity); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (node_6060.rg*_RefractionIntensity*0.1); + float4 sceneColor = tex2D(_GrabTexture, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = node_6060; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float node_8267 = 1.0; + float4 node_7838 = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex)); + float4 node_9204 = _Time + _TimeEditor; + float node_827 = (_FoamSpeed*node_9204.r); + float2 node_2254 = (float2(objScale.r,objScale.b)*i.uv0*_FoamScale); + float2 node_9810 = (node_2254+node_827*float2(-1,1)); + float4 node_837 = tex2D(_FoamTexture,TRANSFORM_TEX(node_9810, _FoamTexture)); + float2 node_1263 = (((node_2254+float2(0.5,0.5))*0.8)+node_827*float2(1,-1)); + float4 node_2220 = tex2D(_FoamTexture,TRANSFORM_TEX(node_1263, _FoamTexture)); + float3 node_3702 = (clamp(_LightColor0.rgb,0.01,1)*attenuation); + float3 node_6257 = (node_837.rgb*node_2220.rgb*node_3702); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((i.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (i.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2D(_MaskWavesDisplacement,TRANSFORM_TEX(node_3646, _MaskWavesDisplacement)); + float2 node_2367 = ((lerp( i.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2D(_WavesTexture,TRANSFORM_TEX(node_2367, _WavesTexture)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*i.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2D(_Displacement,TRANSFORM_TEX(node_8500, _Displacement)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2D(_Displacement,TRANSFORM_TEX(node_1716, _Displacement)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float3 finalColor = ((saturate((1.0-(1.0-saturate((1.0-(1.0-(pow(saturate((node_8267 + ( (saturate((sceneZ-partZ)/_WaterDensity) - _ShoreWaterOpacity) * (0.0 - node_8267) ) / ((_WaterColor.rgb*9.0+1.0) - _ShoreWaterOpacity))),_FadeLevel)*sceneColor.rgb*((1.0 - saturate((sceneZ-partZ)/(_WaterDensity*3.3)))*0.75+0.25)))*(1.0-(lerp( _ReflectionColor.rgb, node_7838.rgb, _UseReflection )*pow(1.0-max(0,dot(normalDirection, viewDirection)),_ReflectionFresnel)*_ReflectionIntensity)))))*(1.0-((((1.0 - saturate((sceneZ-partZ)/_ShoreFoamDistance))*node_6257*_ShoreFoamIntensity)+(node_8869*node_6257*_WavesDisplacementFoamIntensity))+(node_6257*dot(node_6532,float3(0.3,0.59,0.11))*_DisplacementFoamIntensity)))))*node_3702)+(_Specular*pow(max(0,dot(lightDirection,viewReflectDirection)),exp((_Gloss*9.0+1.0)))*node_3702)); + fixed4 finalRGBA = fixed4(finalColor * saturate((sceneZ-partZ)/_ShoreLineOpacity),0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + + CGPROGRAM + #pragma hull hull + #pragma domain domain + #pragma vertex tessvert + #pragma fragment frag + #define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "Tessellation.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma exclude_renderers gles3 d3d11_9x psp2 + #pragma target 5.0 + #pragma glsl + uniform float4 _TimeEditor; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _TessellationLevel; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + V2F_SHADOW_CASTER; + float2 uv0 : TEXCOORD1; + }; + 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; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + o.pos = UnityObjectToClipPos(v.vertex); + TRANSFER_SHADOW_CASTER(o) + return o; + } + #ifdef UNITY_CAN_COMPILE_TESSELLATION + struct TessVertex { + float4 vertex : INTERNALTESSPOS; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct OutputPatchConstant { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + float3 vTangent[4] : TANGENT; + float2 vUV[4] : TEXCOORD; + float3 vTanUCorner[4] : TANUCORNER; + float3 vTanVCorner[4] : TANVCORNER; + float4 vCWts : TANWEIGHTS; + }; + TessVertex tessvert (VertexInput v) { + TessVertex o; + o.vertex = v.vertex; + o.normal = v.normal; + o.tangent = v.tangent; + o.texcoord0 = v.texcoord0; + return o; + } + float Tessellation(TessVertex v){ + return _TessellationLevel; + } + float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2){ + float tv = Tessellation(v); + float tv1 = Tessellation(v1); + float tv2 = Tessellation(v2); + return float4( tv1+tv2, tv2+tv, tv+tv1, tv+tv1+tv2 ) / float4(2,2,2,3); + } + OutputPatchConstant hullconst (InputPatch v) { + OutputPatchConstant o = (OutputPatchConstant)0; + float4 ts = Tessellation( v[0], v[1], v[2] ); + o.edge[0] = ts.x; + o.edge[1] = ts.y; + o.edge[2] = ts.z; + o.inside = ts.w; + return o; + } + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("hullconst")] + [outputcontrolpoints(3)] + TessVertex hull (InputPatch v, uint id : SV_OutputControlPointID) { + return v[id]; + } + [domain("tri")] + VertexOutput domain (OutputPatchConstant tessFactors, const OutputPatch vi, float3 bary : SV_DomainLocation) { + VertexInput v = (VertexInput)0; + v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z; + v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z; + v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z; + v.texcoord0 = vi[0].texcoord0*bary.x + vi[1].texcoord0*bary.y + vi[2].texcoord0*bary.z; + VertexOutput o = vert(v); + return o; + } + #endif + 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; +/////// Vectors: + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceDX11.shader.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceDX11.shader.meta new file mode 100644 index 00000000..8cb3875d --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceDX11.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3fef2c61a6f6b0349bd00c0cace9449e +timeCreated: 1452378911 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceOpenGL.shader b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceOpenGL.shader new file mode 100644 index 00000000..b2c983f7 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/Shaders/WaterSurfaceOpenGL.shader @@ -0,0 +1,507 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' + +// 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 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Intensity,ptin:_DisplacementFoamIntensity,varname:node_9305,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Add,id:8765,x:34199,y:30838,varname:node_8765,prsc:2|A-3664-OUT,B-8941-OUT;n:type:ShaderForge.SFN_Blend,id:7201,x:34605,y:31033,varname:node_7201,prsc:2,blmd:6,clmp:True|SRC-4856-OUT,DST-7909-OUT;n:type:ShaderForge.SFN_Add,id:7909,x:34236,y:30980,varname:node_7909,prsc:2|A-8765-OUT,B-8930-OUT;n:type:ShaderForge.SFN_ConstantClamp,id:2280,x:31634,y:31543,varname:node_2280,prsc:2,min:0.01,max:1|IN-4892-RGB;n:type:ShaderForge.SFN_DepthBlend,id:1708,x:32168,y:34238,varname:node_1708,prsc:2|DIST-8619-OUT;n:type:ShaderForge.SFN_Multiply,id:8619,x:32178,y:34370,varname:node_8619,prsc:2|A-3660-OUT,B-3912-OUT;n:type:ShaderForge.SFN_Vector1,id:3912,x:32111,y:34559,varname:node_3912,prsc:2,v1:3.3;n:type:ShaderForge.SFN_OneMinus,id:3168,x:32357,y:34224,varname:node_3168,prsc:2|IN-1708-OUT;n:type:ShaderForge.SFN_RemapRange,id:7227,x:32589,y:34224,varname:node_7227,prsc:2,frmn:0,frmx:1,tomn:0.25,tomx:1|IN-3168-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6724,x:30947,y:34069,ptovrint:False,ptlb:Shore Water Opacity,ptin:_ShoreWaterOpacity,varname:node_6724,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.15;n:type:ShaderForge.SFN_Add,id:3434,x:34840,y:31209,varname:node_3434,prsc:2|A-930-OUT,B-3513-OUT;n:type:ShaderForge.SFN_Relay,id:8220,x:34170,y:31291,varname:node_8220,prsc:2|IN-3702-OUT;n:type:ShaderForge.SFN_Multiply,id:930,x:34605,y:31197,varname:node_930,prsc:2|A-7201-OUT,B-8220-OUT;proporder:141-8031-8643-6998-9833-8873-4105-4005-9712-3660-4511-6724-2988-4695-9092-6388-3311-7399-1355-4557-7064-4134-6100-3535-4909-6400-9305-9609-6919-239-7507-9301-8221-6935-1612-7658;pass:END;sub:END;*/ + +Shader "DCG/Water Shader/Water Surface OpenGL" { + Properties { + _ReflectionTex ("ReflectionTex", 2D) = "white" {} + [MaterialToggle] _UseReflection ("Use Reflection", Float ) = 0.5 + _ReflectionColor ("Reflection Color", Color) = (0.5,0.5,0.5,1) + _ReflectionFresnel ("Reflection Fresnel", Float ) = 1 + _ReflectionIntensity ("Reflection Intensity", Range(0, 1)) = 1 + _RefractionIntensity ("Refraction Intensity", Range(0, 2)) = 0 + _NormalTexture ("Normal Texture", 2D) = "bump" {} + _NormalIntensity ("Normal Intensity", Range(0, 1)) = 1 + _WaterColor ("Water Color", Color) = (0.5,0.5,0.5,1) + _WaterDensity ("Water Density", Float ) = 20 + _FadeLevel ("Fade Level", Float ) = 4 + _ShoreWaterOpacity ("Shore Water Opacity", Float ) = 0.15 + _ShoreLineOpacity ("Shore Line Opacity", Float ) = 1 + _WavesScale ("Waves Scale", Range(0.01, 1)) = 0.8 + _WavesSpeed ("Waves Speed", Range(0, 1)) = 0 + _Specular ("Specular", Float ) = 5 + _Gloss ("Gloss", Range(0, 1)) = 0.6 + _Displacement ("Displacement", 2D) = "white" {} + _DisplacementIntensity ("Displacement Intensity", Float ) = 1 + _DisplacementScale ("Displacement Scale", Range(0.01, 1)) = 0.5 + _DisplacementSpeed ("Displacement Speed", Range(0.01, 10)) = 0.5079523 + _FoamTexture ("Foam Texture", 2D) = "white" {} + _ShoreFoamDistance ("Shore Foam Distance", Float ) = 1 + _FoamScale ("Foam Scale", Range(0.01, 2)) = 0.01 + _FoamSpeed ("Foam Speed", Range(0.01, 10)) = 0.01 + _ShoreFoamIntensity ("Shore Foam Intensity", Float ) = 2 + _DisplacementFoamIntensity ("Displacement Foam Intensity", Float ) = 1 + _WavesDisplacementFoamIntensity ("Waves Displacement Foam Intensity", Float ) = 1 + _WavesTexture ("Waves Texture", 2D) = "white" {} + _MaskWavesDisplacement ("Mask Waves Displacement", 2D) = "white" {} + [MaterialToggle] _RadialWaves ("Radial Waves", Float ) = 0 + [MaterialToggle] _UseMask ("Use Mask", Float ) = -0.4142135 + [MaterialToggle] _InverseDirection ("Inverse Direction", Float ) = 0 + _WavesAmount ("Waves Amount", Range(0, 1)) = 0 + _WavesDisplacementSpeed ("Waves Displacement Speed", Range(0, 10)) = 1 + _WavesIntensity ("Waves Intensity", Float ) = 1 + [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 + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma target 3.0 + #pragma glsl + uniform sampler2D _GrabTexture; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _WaterDensity; + uniform float _FadeLevel; + uniform float _ReflectionFresnel; + uniform float _WavesScale; + uniform float _WavesSpeed; + uniform float _NormalIntensity; + uniform float _Gloss; + uniform float _Specular; + uniform float4 _WaterColor; + uniform float _ReflectionIntensity; + uniform fixed _UseReflection; + uniform float4 _ReflectionColor; + uniform float _RefractionIntensity; + uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamScale; + uniform float _FoamSpeed; + uniform float _ShoreFoamDistance; + uniform float _ShoreFoamIntensity; + uniform float _ShoreLineOpacity; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _WavesDisplacementFoamIntensity; + uniform float _DisplacementFoamIntensity; + uniform float _ShoreWaterOpacity; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + UNITY_FOG_COORDS(7) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + 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.normalDir = normalize(i.normalDir); + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float4 node_2375 = _Time + _TimeEditor; + float node_8229 = (_WavesSpeed*node_2375.r*1.61803398875); + float2 node_5986 = (i.uv0*float2(objScale.r,objScale.b)*_WavesScale); + float2 node_8298 = (node_5986+node_8229*float2(1,-1)); + float3 node_6123 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_8298, _NormalTexture))); + float2 node_9836 = ((node_5986+float2(0.5,0.5))*0.8); + float2 node_7614 = (node_9836+node_8229*float2(-1,1)); + float3 node_7755 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7614, _NormalTexture))); + float node_60 = (node_6123.r+node_7755.r); + float node_6221 = (node_6123.g+node_7755.g); + float node_5594 = (node_8229*0.6); + float node_6903 = 0.1; + float2 node_7203 = ((node_6903*node_5986)+node_5594*float2(-1,1)); + float3 node_3810 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7203, _NormalTexture))); + float2 node_117 = ((node_6903*node_9836)+node_5594*float2(1,-1)); + float3 node_2963 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_117, _NormalTexture))); + float node_1671 = 1.0; + float3 node_6060 = lerp(float3(0,0,1),float3((float2(node_60,node_6221)+(float2((node_3810.r+node_2963.r),(node_3810.g+node_2963.g))*0.5)),node_1671),_NormalIntensity); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (node_6060.rg*_RefractionIntensity*0.1); + float4 sceneColor = tex2D(_GrabTexture, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = node_6060; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = 1; + float node_8267 = 1.0; + float4 node_7838 = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex)); + float4 node_9204 = _Time + _TimeEditor; + float node_827 = (_FoamSpeed*node_9204.r); + float2 node_2254 = (float2(objScale.r,objScale.b)*i.uv0*_FoamScale); + float2 node_9810 = (node_2254+node_827*float2(-1,1)); + float4 node_837 = tex2D(_FoamTexture,TRANSFORM_TEX(node_9810, _FoamTexture)); + float2 node_1263 = (((node_2254+float2(0.5,0.5))*0.8)+node_827*float2(1,-1)); + float4 node_2220 = tex2D(_FoamTexture,TRANSFORM_TEX(node_1263, _FoamTexture)); + float3 node_3702 = (clamp(_LightColor0.rgb,0.01,1)*attenuation); + float3 node_6257 = (node_837.rgb*node_2220.rgb*node_3702); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((i.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (i.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2D(_MaskWavesDisplacement,TRANSFORM_TEX(node_3646, _MaskWavesDisplacement)); + float2 node_2367 = ((lerp( i.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2D(_WavesTexture,TRANSFORM_TEX(node_2367, _WavesTexture)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*i.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2D(_Displacement,TRANSFORM_TEX(node_8500, _Displacement)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2D(_Displacement,TRANSFORM_TEX(node_1716, _Displacement)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float3 finalColor = ((saturate((1.0-(1.0-saturate((1.0-(1.0-(pow(saturate((node_8267 + ( (saturate((sceneZ-partZ)/_WaterDensity) - _ShoreWaterOpacity) * (0.0 - node_8267) ) / ((_WaterColor.rgb*9.0+1.0) - _ShoreWaterOpacity))),_FadeLevel)*sceneColor.rgb*((1.0 - saturate((sceneZ-partZ)/(_WaterDensity*3.3)))*0.75+0.25)))*(1.0-(lerp( _ReflectionColor.rgb, node_7838.rgb, _UseReflection )*pow(1.0-max(0,dot(normalDirection, viewDirection)),_ReflectionFresnel)*_ReflectionIntensity)))))*(1.0-((((1.0 - saturate((sceneZ-partZ)/_ShoreFoamDistance))*node_6257*_ShoreFoamIntensity)+(node_8869*node_6257*_WavesDisplacementFoamIntensity))+(node_6257*dot(node_6532,float3(0.3,0.59,0.11))*_DisplacementFoamIntensity)))))*node_3702)+(_Specular*pow(max(0,dot(lightDirection,viewReflectDirection)),exp((_Gloss*9.0+1.0)))*node_3702)); + fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate((sceneZ-partZ)/_ShoreLineOpacity)),1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + 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" + #include "Lighting.cginc" + #pragma multi_compile_fwdadd + #pragma multi_compile_fog + #pragma target 3.0 + #pragma glsl + uniform sampler2D _GrabTexture; + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; + uniform float _WaterDensity; + uniform float _FadeLevel; + uniform float _ReflectionFresnel; + uniform float _WavesScale; + uniform float _WavesSpeed; + uniform float _NormalIntensity; + uniform float _Gloss; + uniform float _Specular; + uniform float4 _WaterColor; + uniform float _ReflectionIntensity; + uniform fixed _UseReflection; + uniform float4 _ReflectionColor; + uniform float _RefractionIntensity; + uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _FoamTexture; uniform float4 _FoamTexture_ST; + uniform float _FoamScale; + uniform float _FoamSpeed; + uniform float _ShoreFoamDistance; + uniform float _ShoreFoamIntensity; + uniform float _ShoreLineOpacity; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + uniform float _WavesDisplacementFoamIntensity; + uniform float _DisplacementFoamIntensity; + uniform float _ShoreWaterOpacity; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float4 projPos : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex); + UNITY_TRANSFER_FOG(o,o.pos); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.screenPos = o.pos; + TRANSFER_VERTEX_TO_FRAGMENT(o) + 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.normalDir = normalize(i.normalDir); + i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); + i.screenPos.y *= _ProjectionParams.x; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float4 node_2375 = _Time + _TimeEditor; + float node_8229 = (_WavesSpeed*node_2375.r*1.61803398875); + float2 node_5986 = (i.uv0*float2(objScale.r,objScale.b)*_WavesScale); + float2 node_8298 = (node_5986+node_8229*float2(1,-1)); + float3 node_6123 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_8298, _NormalTexture))); + float2 node_9836 = ((node_5986+float2(0.5,0.5))*0.8); + float2 node_7614 = (node_9836+node_8229*float2(-1,1)); + float3 node_7755 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7614, _NormalTexture))); + float node_60 = (node_6123.r+node_7755.r); + float node_6221 = (node_6123.g+node_7755.g); + float node_5594 = (node_8229*0.6); + float node_6903 = 0.1; + float2 node_7203 = ((node_6903*node_5986)+node_5594*float2(-1,1)); + float3 node_3810 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_7203, _NormalTexture))); + float2 node_117 = ((node_6903*node_9836)+node_5594*float2(1,-1)); + float3 node_2963 = UnpackNormal(tex2D(_NormalTexture,TRANSFORM_TEX(node_117, _NormalTexture))); + float node_1671 = 1.0; + float3 node_6060 = lerp(float3(0,0,1),float3((float2(node_60,node_6221)+(float2((node_3810.r+node_2963.r),(node_3810.g+node_2963.g))*0.5)),node_1671),_NormalIntensity); + float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (node_6060.rg*_RefractionIntensity*0.1); + float4 sceneColor = tex2D(_GrabTexture, sceneUVs); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalLocal = node_6060; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float node_8267 = 1.0; + float4 node_7838 = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex)); + float4 node_9204 = _Time + _TimeEditor; + float node_827 = (_FoamSpeed*node_9204.r); + float2 node_2254 = (float2(objScale.r,objScale.b)*i.uv0*_FoamScale); + float2 node_9810 = (node_2254+node_827*float2(-1,1)); + float4 node_837 = tex2D(_FoamTexture,TRANSFORM_TEX(node_9810, _FoamTexture)); + float2 node_1263 = (((node_2254+float2(0.5,0.5))*0.8)+node_827*float2(1,-1)); + float4 node_2220 = tex2D(_FoamTexture,TRANSFORM_TEX(node_1263, _FoamTexture)); + float3 node_3702 = (clamp(_LightColor0.rgb,0.01,1)*attenuation); + float3 node_6257 = (node_837.rgb*node_2220.rgb*node_3702); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((i.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (i.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2D(_MaskWavesDisplacement,TRANSFORM_TEX(node_3646, _MaskWavesDisplacement)); + float2 node_2367 = ((lerp( i.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2D(_WavesTexture,TRANSFORM_TEX(node_2367, _WavesTexture)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*i.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2D(_Displacement,TRANSFORM_TEX(node_8500, _Displacement)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2D(_Displacement,TRANSFORM_TEX(node_1716, _Displacement)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float3 finalColor = ((saturate((1.0-(1.0-saturate((1.0-(1.0-(pow(saturate((node_8267 + ( (saturate((sceneZ-partZ)/_WaterDensity) - _ShoreWaterOpacity) * (0.0 - node_8267) ) / ((_WaterColor.rgb*9.0+1.0) - _ShoreWaterOpacity))),_FadeLevel)*sceneColor.rgb*((1.0 - saturate((sceneZ-partZ)/(_WaterDensity*3.3)))*0.75+0.25)))*(1.0-(lerp( _ReflectionColor.rgb, node_7838.rgb, _UseReflection )*pow(1.0-max(0,dot(normalDirection, viewDirection)),_ReflectionFresnel)*_ReflectionIntensity)))))*(1.0-((((1.0 - saturate((sceneZ-partZ)/_ShoreFoamDistance))*node_6257*_ShoreFoamIntensity)+(node_8869*node_6257*_WavesDisplacementFoamIntensity))+(node_6257*dot(node_6532,float3(0.3,0.59,0.11))*_DisplacementFoamIntensity)))))*node_3702)+(_Specular*pow(max(0,dot(lightDirection,viewReflectDirection)),exp((_Gloss*9.0+1.0)))*node_3702)); + fixed4 finalRGBA = fixed4(finalColor * saturate((sceneZ-partZ)/_ShoreLineOpacity),0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma target 3.0 + #pragma glsl + uniform float4 _TimeEditor; + uniform sampler2D _Displacement; uniform float4 _Displacement_ST; + uniform float _DisplacementIntensity; + uniform float _DisplacementScale; + uniform float _DisplacementSpeed; + uniform sampler2D _MaskWavesDisplacement; uniform float4 _MaskWavesDisplacement_ST; + uniform sampler2D _WavesTexture; uniform float4 _WavesTexture_ST; + uniform float _WavesAmount; + uniform fixed _RadialWaves; + uniform fixed _UseMask; + uniform float _WavesDisplacementSpeed; + uniform fixed _InverseDirection; + uniform float _WavesIntensity; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + V2F_SHADOW_CASTER; + float2 uv0 : TEXCOORD1; + }; + 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; + float4 node_9630 = _Time + _TimeEditor; + float node_9000 = (_DisplacementSpeed*node_9630.r); + float2 node_3654 = (float2(objScale.r,objScale.b)*_DisplacementScale*o.uv0*0.1); + float2 node_8500 = (node_3654+node_9000*float2(-1,1)); + float4 node_2033 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_8500, _Displacement),0.0,0)); + float2 node_1716 = (((node_3654+float2(0.5,0.5))*0.75)+node_9000*float2(1,-1)); + float4 node_7404 = tex2Dlod(_Displacement,float4(TRANSFORM_TEX(node_1716, _Displacement),0.0,0)); + float3 node_6532 = lerp(node_2033.rgb,node_7404.rgb,0.5); + float4 node_3527 = _Time + _TimeEditor; + float node_4826 = (1.0 - length((o.uv0*2.0+-1.0))); + float2 node_3934 = float2(node_4826,node_4826); + float2 node_3646 = (o.uv0*(-1.0)); + float4 _MaskWavesDisplacement_var = tex2Dlod(_MaskWavesDisplacement,float4(TRANSFORM_TEX(node_3646, _MaskWavesDisplacement),0.0,0)); + float2 node_2367 = ((lerp( o.uv0, lerp( node_3934, (node_3934*dot(_MaskWavesDisplacement_var.rgb,float3(0.3,0.59,0.11))), _UseMask ), _RadialWaves )*float2(objScale.r,objScale.b)*_WavesAmount*0.1)+(_WavesDisplacementSpeed*node_3527.r*(_InverseDirection*2.0+-1.0))*float2(1,1)); + float4 _WavesTexture_var = tex2Dlod(_WavesTexture,float4(TRANSFORM_TEX(node_2367, _WavesTexture),0.0,0)); + float node_8869 = dot(_WavesTexture_var.rgb,float3(0.3,0.59,0.11)); + v.vertex.xyz += ((node_6532+(node_8869*_WavesIntensity))*float3(0,1,0)*_DisplacementIntensity); + o.pos = UnityObjectToClipPos(v.vertex); + TRANSFER_SHADOW_CASTER(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + float3 recipObjScale = float3( 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--git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Demo/prototype.png b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Demo/prototype.png new file mode 100644 index 00000000..3f11e1dc Binary files /dev/null and b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Demo/prototype.png differ diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Demo/prototype.png.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Demo/prototype.png.meta new file mode 100644 index 00000000..f00744d5 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Demo/prototype.png.meta @@ -0,0 +1,56 @@ +fileFormatVersion: 2 +guid: 2954423a5740a784b812d223e05f0d15 +timeCreated: 1448859631 +licenseType: Store +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + allowsAlphaSplitting: 0 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/FlyCamera.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/FlyCamera.cs new file mode 100644 index 00000000..6e0916a7 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/FlyCamera.cs @@ -0,0 +1,91 @@ +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); + } +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/FlyCamera.cs.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/FlyCamera.cs.meta new file mode 100644 index 00000000..d3bdc84a --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/FlyCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 26fcf46a4b758d0449c0df98fcb614e7 +timeCreated: 1451318989 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials.meta new file mode 100644 index 00000000..803eae0f --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2f10a10b308ce2745bc14c9babf7ddb9 +folderAsset: yes +timeCreated: 1450550218 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials/water_dirt.mat b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials/water_dirt.mat new file mode 100644 index 00000000..838f9ed7 Binary files /dev/null and b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials/water_dirt.mat differ diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials/water_dirt.mat.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials/water_dirt.mat.meta new file mode 100644 index 00000000..755b70c3 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/Materials/water_dirt.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8a418ffef7d287b4599f28f15aae6d0d +timeCreated: 1450732431 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MeshSortingOrder.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MeshSortingOrder.cs new file mode 100644 index 00000000..4f7e4bb1 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MeshSortingOrder.cs @@ -0,0 +1,15 @@ +using UnityEngine; +using System.Collections; + +public class MeshSortingOrder : MonoBehaviour { + + // Use this for initialization + void Awake () { + GetComponent().sortingOrder = 1000; + } + + // Update is called once per frame + void OnEnable () { + GetComponent().sortingOrder = 1000; + } +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MeshSortingOrder.cs.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MeshSortingOrder.cs.meta new file mode 100644 index 00000000..327cd050 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MeshSortingOrder.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 62025054ab971d04993e5651f303dfa4 +timeCreated: 1451065191 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MirrorReflection.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MirrorReflection.cs new file mode 100644 index 00000000..1d2079e7 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/MirrorReflection.cs @@ -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() || !GetComponent().sharedMaterial || !GetComponent().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().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(); + reflectionCamera.enabled = false; + reflectionCamera.transform.position = transform.position; + reflectionCamera.transform.rotation = transform.rotation; + reflectionCamera.gameObject.AddComponent(); + 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 - 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generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + allowsAlphaSplitting: 0 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterCamera.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterCamera.cs new file mode 100644 index 00000000..c4a6c280 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterCamera.cs @@ -0,0 +1,15 @@ +using UnityEngine; +using System.Collections; + +public class UnderWaterCamera : MonoBehaviour { + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterCamera.cs.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterCamera.cs.meta new file mode 100644 index 00000000..de6fc602 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0698e33c9e0765445b48bb4ca7b46571 +timeCreated: 1450728423 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterPostEffect.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterPostEffect.cs new file mode 100644 index 00000000..5f3d25d7 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterPostEffect.cs @@ -0,0 +1,77 @@ +//Use Custom-Light for PostEffects in Shader Forge +// C# version by Felipe Mendez (DeadlyCrow). + +using UnityEngine; +using System.Collections; + + +[ExecuteInEditMode] +[RequireComponent(typeof (Camera))] + +public class UnderWaterPostEffect : MonoBehaviour { + + Material MaterialToRender; + string PostEffectName; + public Shader ShaderToRender; + public Texture2D NormalDistortion; + public float speed = 3f, intensity = 0.2f, DistortionScale = 0.15f; + public Color UnderWaterColor; + + void Awake(){ + if (!ShaderToRender) { + ShaderToRender = Shader.Find("Hidden/DCG/Water Shader/Underwater"); + } + if (MaterialToRender != null) + { + applyParameters(); + } + } + + void OnEnable () + { + if (!ShaderToRender) { + ShaderToRender = Shader.Find("Hidden/DCG/Water Shader/Underwater"); + } + UnityEditor.EditorApplication.update = UpdateStringName; + } + /* + void OnDisable() + { + + } + */ + void UpdateStringName() { + + if(ShaderToRender) + PostEffectName = ShaderToRender.name; + else + PostEffectName = "No shader has been found"; + + applyParameters(); + } + + void OnRenderImage(RenderTexture Source, RenderTexture Destination) + { + if (ShaderToRender != null) { + if (MaterialToRender != null) { + Graphics.Blit (Source, Destination, MaterialToRender); + } + else{ + MaterialToRender = new Material(ShaderToRender); + } + } + } + void applyParameters(){ + if (MaterialToRender) { + MaterialToRender.SetTexture ("_Distortion", NormalDistortion); + MaterialToRender.SetFloat ("_Intensity", intensity); + MaterialToRender.SetFloat ("_Speed", speed); + MaterialToRender.SetColor ("_Tint", UnderWaterColor); + // MaterialToRender.SetFloat ("_Fallof", DepthDensity); + // MaterialToRender.SetFloat ("_Density", FallofDensity); + // MaterialToRender.SetFloat ("_UseDepth", System.Convert.ToSingle (UseDepth)); + // MaterialToRender.SetFloat ("_Bypass", System.Convert.ToSingle (BypassEffect)); + MaterialToRender.SetFloat ("_Scale", DistortionScale); + } + } +} \ No newline at end of file diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterPostEffect.cs.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterPostEffect.cs.meta new file mode 100644 index 00000000..9ffbc88c --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/UnderWaterPostEffect.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 84c51cb85f265c64287921497a9cc8b3 +timeCreated: 1452615880 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/WaterFog.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/WaterFog.cs new file mode 100644 index 00000000..c1d9fff0 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/WaterFog.cs @@ -0,0 +1,250 @@ +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[ExecuteInEditMode] + +public class WaterFog : MonoBehaviour +{ + [HideInInspector] + public Material waterFogMat; + float ray = 50; + GameObject fogObj; + public GameObject dirtness; + Transform cached; + + public Transform followTarget; + + public bool enableFollow, follow; + + public Color FogColor; + public Vector3 FogSize = new Vector3(50, 50, 50); + public float FogDensity = 5; + public Light Sun = null; + public Color SunLightColor = Color.white; + public float sunIntensity = 1.3f; + float sunRadius = 0.77f; + float sunDistance = 1f; + float sunDistanceFactor = 20; + public bool changeSortingOrder; + public int FogSortingIndex = 0; + MeshFilter filter; + Mesh mesh; + Vector3 curFog = Vector3.one; + + + public float GetDensity() + { + return FogDensity; + } + + void CreateMaterial() + { + waterFogMat = new Material(Shader.Find("Hidden/DCG/Water Shader/Water Fog")); + waterFogMat.name = "Water Fog Material"; + waterFogMat.hideFlags = HideFlags.HideAndDontSave; + + } + void Awake() + { + cached = this.transform; + CreateMaterial(); + fogObj = this.gameObject; + fogObj.GetComponent().sharedMaterial = waterFogMat; + Keys(); + filter = gameObject.GetComponent(); + if (filter == null) + { + CreateMesh(transform.localScale); + transform.localScale = Vector3.one; + } + UpdateBoxMesh(); + } + + static public void Wireframe(GameObject obj, bool Enable) + { +#if UNITY_EDITOR + EditorUtility.SetSelectedWireframeHidden(obj.GetComponent(), Enable); +#endif + } + + void Update(){ +#if UNITY_EDITOR + UpdateBoxMesh(); + FogDensity = Mathf.Max(0.01f, FogDensity); + ray = Mathf.Max(1, ray); + sunIntensity = Mathf.Max(0, sunIntensity); + sunDistanceFactor = Mathf.Max(1, sunDistanceFactor); + sunDistance = Mathf.Max(0, sunDistance); +#endif + } + + void OnWillRenderObject() + { +#if UNITY_EDITOR + Keys(); + Wireframe(fogObj, false); +#endif + + if (Sun) + { + waterFogMat.SetFloat("_sunIntensity", sunIntensity); + waterFogMat.SetVector("LightTransform", -Sun.transform.forward); + waterFogMat.SetFloat("sunRadius", sunRadius); + waterFogMat.SetFloat("sunDistanceFactor", sunDistanceFactor); + waterFogMat.SetColor("_LightColor", Sun.color * Sun.intensity); + + } + + waterFogMat.SetVector("VolumeSize", new Vector4(FogSize.x, FogSize.y, FogSize.z, 0)); + + waterFogMat.SetFloat("Exposure", Mathf.Max(0, 1f)); + + waterFogMat.SetFloat("sunDistance", sunDistance); + Vector3 VolumeSize = curFog; + waterFogMat.SetVector("_BoxMin", VolumeSize * -.5f); + waterFogMat.SetVector("_BoxMax", VolumeSize * .5f); + waterFogMat.SetColor("_FogColor", FogColor); + waterFogMat.SetColor("_SunLightColor", SunLightColor); + waterFogMat.SetFloat("_SceneThresold", 1000); + waterFogMat.SetFloat("_Ray", ray * .001f); + waterFogMat.SetFloat("_FogDensity", FogDensity); + GetComponent().sortingOrder = FogSortingIndex; + } + + void Keys() + { + if (waterFogMat) { + if (Sun) + waterFogMat.EnableKeyword ("_FOG_SUNLIGHT"); + else + waterFogMat.DisableKeyword ("_FOG_SUNLIGHT"); + } + } + + void UpdateBoxMesh() + { + if (curFog != FogSize || filter == null) + CreateMesh(FogSize); + + transform.localScale = Vector3.one; + } + + void CreateMesh(Vector3 scale) + { + curFog = scale; + + if (filter == null) + filter = gameObject.AddComponent(); + + mesh = filter.sharedMesh; + + if (mesh == null) + { + mesh = new Mesh(); + mesh.name = gameObject.name; + filter.sharedMesh = mesh; + } + mesh.Clear(); + + float width = scale.y; + float height = scale.z; + float length = scale.x; + + Vector3 p0 = new Vector3(-length * .5f, -width * .5f, height * .5f); + Vector3 p1 = new Vector3(length * .5f, -width * .5f, height * .5f); + Vector3 p2 = new Vector3(length * .5f, -width * .5f, -height * .5f); + Vector3 p3 = new Vector3(-length * .5f, -width * .5f, -height * .5f); + + Vector3 p4 = new Vector3(-length * .5f, width * .5f, height * .5f); + Vector3 p5 = new Vector3(length * .5f, width * .5f, height * .5f); + Vector3 p6 = new Vector3(length * .5f, width * .5f, -height * .5f); + Vector3 p7 = new Vector3(-length * .5f, width * .5f, -height * .5f); + + Vector3[] vertices = new Vector3[] + { + // Bottom + p0, p1, p2, p3, + + // Left + p7, p4, p0, p3, + + // Front + p4, p5, p1, p0, + + // Back + p6, p7, p3, p2, + + // Right + p5, p6, p2, p1, + + // Top + p7, p6, p5, p4 + }; + + int[] triangles = new int[] + { + // Bottom + 3, 1, 0, + 3, 2, 1, + + // Left + 3 + 4 * 1, 1 + 4 * 1, 0 + 4 * 1, + 3 + 4 * 1, 2 + 4 * 1, 1 + 4 * 1, + + // Front + 3 + 4 * 2, 1 + 4 * 2, 0 + 4 * 2, + 3 + 4 * 2, 2 + 4 * 2, 1 + 4 * 2, + + // Back + 3 + 4 * 3, 1 + 4 * 3, 0 + 4 * 3, + 3 + 4 * 3, 2 + 4 * 3, 1 + 4 * 3, + + // Right + 3 + 4 * 4, 1 + 4 * 4, 0 + 4 * 4, + 3 + 4 * 4, 2 + 4 * 4, 1 + 4 * 4, + + // Top + 3 + 4 * 5, 1 + 4 * 5, 0 + 4 * 5, + 3 + 4 * 5, 2 + 4 * 5, 1 + 4 * 5, + + }; + + mesh.vertices = vertices; + mesh.triangles = triangles; + mesh.RecalculateBounds(); + ; + } + void LateUpdate() + { + if (playerTransform.IsUnderWater) { + if(changeSortingOrder) + { + FogSortingIndex = 0; + } + dirtness.SetActive (true); + } else { + + if(changeSortingOrder) + { + FogSortingIndex = -100; + } + dirtness.SetActive (false); + } + if (enableFollow) { + + if (followTarget) { + + follow = playerTransform.IsTouchingWater; + + if (follow) { + if (cached) + cached.position = new Vector3 (followTarget.position.x, cached.position.y, followTarget.position.z); + } + } + } + } +} + diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/WaterFog.cs.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/WaterFog.cs.meta new file mode 100644 index 00000000..948b4398 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/WaterFog.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 560dc3cf9572a8e419b9bb3ff740a1db +timeCreated: 1450651442 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - FogMaterial: {instanceID: 0} + - _NoiseVolume: {fileID: 11700000, guid: ce515a5a715cb574eb40037cfb1ab766, type: 2} + - Sun: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/cameraEnterWater.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/cameraEnterWater.cs new file mode 100644 index 00000000..0d11dda9 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/cameraEnterWater.cs @@ -0,0 +1,77 @@ +using UnityEngine; +using System.Collections; + +public class cameraEnterWater : MonoBehaviour { + + public bool ApplyUnderWaterEffects; + + bool isCameraUnderWater; + + UnityStandardAssets.ImageEffects.DepthOfField DOF; + UnderWaterPostEffect UC; + + void Awake(){ + DOF = GetComponent (); + UC = GetComponent (); + } + + void OnTriggerEnter(Collider col){ + if (col.tag == "Water") { + playerTransform.IsUnderWater = true; + + + if(ApplyUnderWaterEffects) + { + if(DOF.isActiveAndEnabled && UC.isActiveAndEnabled) + { + ApplyEffects(); + }else{ + DOF.enabled = true; + UC.enabled = true; + ApplyEffects(); + } + } + + print("Getting Underwater..."); + } + } + void ApplyEffects() + { + isCameraUnderWater = playerTransform.IsUnderWater; + if (isCameraUnderWater) { + DOF.aperture = 12f; + DOF.blurType = UnityStandardAssets.ImageEffects.DepthOfField.BlurType.DX11; + DOF.focalLength = 1.6f; + DOF.focalSize = 0.3f; + DOF.maxBlurSize = 5f; + UC.enabled = true; + + } + else + { + DOF.aperture = 10.7f; + DOF.blurType = UnityStandardAssets.ImageEffects.DepthOfField.BlurType.DX11; + DOF.focalLength = 2; + DOF.focalSize = 1f; + DOF.maxBlurSize = 4; + UC.enabled = false; + } + } + + + void OnTriggerExit(Collider col){ + if (col.tag == "Water") { + playerTransform.IsUnderWater = false; + print("Getting Above water..."); + + if(ApplyUnderWaterEffects) + { + if(DOF.isActiveAndEnabled && UC.isActiveAndEnabled) + { + ApplyEffects(); + } + } + } + } + +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/cameraEnterWater.cs.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/cameraEnterWater.cs.meta new file mode 100644 index 00000000..c11f0d95 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/cameraEnterWater.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8aa8f96e68374304095fabcf41f20f60 +timeCreated: 1450733305 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/causticsProjector.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/causticsProjector.cs new file mode 100644 index 00000000..f6672bb3 --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/causticsProjector.cs @@ -0,0 +1,76 @@ +using UnityEngine; +using System.Collections; + +[ExecuteInEditMode] +public class causticsProjector : MonoBehaviour { + + public Texture2D[] images; + public float Delay; + public int curImage = 0; + float curTime = 0; + Projector p; + public bool setParameters = true; + public float CausticIntensity, HeightCut, UnderWaterCut, CausticsSize = 0.33f; + public bool UpdateProjector; + + + void Update () { + if (UpdateProjector) { + UpdateProjector =false; + p.material = null; + + print("Projector updated !"); + } + + if (p) + { + if (p.material ==null ) + { + Material instance = new Material(Shader.Find("DCG/Water Shader/Caustics")); + instance.name = "Caustics Material"; + // instance.hideFlags = HideFlags.HideAndDontSave; + + p.material = instance; + + instance.SetTexture("_Caustic",images[0]); + + instance.SetFloat("_CausticsScale",CausticsSize); + instance.SetFloat("_CausticIntensity",CausticIntensity); + instance.SetColor("_CausticColor",Color.white); + + instance.SetFloat("_HeightCut",HeightCut); + instance.SetFloat("_UnderwaterCut",UnderWaterCut); + } + + if (setParameters) + { + p.material .SetFloat("_HeightCut",HeightCut); + p.material .SetFloat("_UnderwaterCut",UnderWaterCut); + p.material .SetFloat("_CausticsScale",CausticsSize); + p.material .SetFloat("_CausticsIntensity",CausticIntensity); + } + + curTime += Time.deltaTime; + + + if(curTime >=Delay) + { + curTime = 0; + p.material .SetTexture("_Caustic",images[curImage]); + if (curImage < (images.Length -1)) + { + curImage+=1; + } + else + { + curImage = 0; + } + } + } + else + { + p = GetComponent (); + print("Projector Found !"); + } + } +} diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/causticsProjector.cs.meta b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/causticsProjector.cs.meta new file mode 100644 index 00000000..18dde68e --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/causticsProjector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1db0bfb634f3cbd44b17a32a17909267 +timeCreated: 1450837872 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/playerTransform.cs b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/playerTransform.cs new file mode 100644 index 00000000..c4ab765f --- /dev/null +++ b/Assets/mod/叉车/港口场景/gangkou/Water Shader/_Resources/playerTransform.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System.Collections; +[ExecuteInEditMode] +public class playerTransform : MonoBehaviour { + + public static bool IsUnderWater, IsTouchingWater; + + public bool under,touch; + + void Update(){ + under = IsUnderWater; + touch = IsTouchingWater; + } + void OnTriggerEnter(Collider col){ + if (col.tag == "Water") { + playerTransform.IsTouchingWater = true; + print("Touching water..."); + } + } + void OnTriggerExit(Collider col){ + 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