Added assets and Created a basic world
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Assets/External-Assets/packages/Ocean/Scripts.meta
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101
Assets/External-Assets/packages/Ocean/Scripts/LowPolyWater.cs
Normal file
101
Assets/External-Assets/packages/Ocean/Scripts/LowPolyWater.cs
Normal file
@ -0,0 +1,101 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace LowPolyWater
|
||||||
|
{
|
||||||
|
public class LowPolyWater : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float waveHeight = 0.5f;
|
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|
public float waveFrequency = 0.5f;
|
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|
public float waveLength = 0.75f;
|
||||||
|
|
||||||
|
//Position where the waves originate from
|
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|
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|
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|
|
||||||
|
MeshFilter meshFilter;
|
||||||
|
Mesh mesh;
|
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|
Vector3[] vertices;
|
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|
|
||||||
|
private void Awake()
|
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|
{
|
||||||
|
//Get the Mesh Filter of the gameobject
|
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|
meshFilter = GetComponent<MeshFilter>();
|
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|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
CreateMeshLowPoly(meshFilter);
|
||||||
|
}
|
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|
|
||||||
|
/// <summary>
|
||||||
|
/// Rearranges the mesh vertices to create a 'low poly' effect
|
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|
/// </summary>
|
||||||
|
/// <param name="mf">Mesh filter of gamobject</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
MeshFilter CreateMeshLowPoly(MeshFilter mf)
|
||||||
|
{
|
||||||
|
mesh = mf.sharedMesh;
|
||||||
|
|
||||||
|
//Get the original vertices of the gameobject's mesh
|
||||||
|
Vector3[] originalVertices = mesh.vertices;
|
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|
|
||||||
|
//Get the list of triangle indices of the gameobject's mesh
|
||||||
|
int[] triangles = mesh.triangles;
|
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|
|
||||||
|
//Create a vector array for new vertices
|
||||||
|
Vector3[] vertices = new Vector3[triangles.Length];
|
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|
|
||||||
|
//Assign vertices to create triangles out of the mesh
|
||||||
|
for (int i = 0; i < triangles.Length; i++)
|
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|
{
|
||||||
|
vertices[i] = originalVertices[triangles[i]];
|
||||||
|
triangles[i] = i;
|
||||||
|
}
|
||||||
|
|
||||||
|
//Update the gameobject's mesh with new vertices
|
||||||
|
mesh.vertices = vertices;
|
||||||
|
mesh.SetTriangles(triangles, 0);
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
this.vertices = mesh.vertices;
|
||||||
|
|
||||||
|
return mf;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
GenerateWaves();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Based on the specified wave height and frequency, generate
|
||||||
|
/// wave motion originating from waveOriginPosition
|
||||||
|
/// </summary>
|
||||||
|
void GenerateWaves()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < vertices.Length; i++)
|
||||||
|
{
|
||||||
|
Vector3 v = vertices[i];
|
||||||
|
|
||||||
|
//Initially set the wave height to 0
|
||||||
|
v.y = 0.0f;
|
||||||
|
|
||||||
|
//Get the distance between wave origin position and the current vertex
|
||||||
|
float distance = Vector3.Distance(v, waveOriginPosition);
|
||||||
|
distance = (distance % waveLength) / waveLength;
|
||||||
|
|
||||||
|
//Oscilate the wave height via sine to create a wave effect
|
||||||
|
v.y = waveHeight * Mathf.Sin(Time.time * Mathf.PI * 2.0f * waveFrequency
|
||||||
|
+ (Mathf.PI * 2.0f * distance));
|
||||||
|
|
||||||
|
//Update the vertex
|
||||||
|
vertices[i] = v;
|
||||||
|
}
|
||||||
|
|
||||||
|
//Update the mesh properties
|
||||||
|
mesh.vertices = vertices;
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.MarkDynamic();
|
||||||
|
meshFilter.mesh = mesh;
|
||||||
|
}
|
||||||
|
}
|
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|
}
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8
Assets/External-Assets/packages/Ocean/Shader.meta
Normal file
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Assets/External-Assets/packages/Ocean/Shader.meta
Normal file
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212
Assets/External-Assets/packages/Ocean/Shader/WaterShaded.shader
Normal file
212
Assets/External-Assets/packages/Ocean/Shader/WaterShaded.shader
Normal file
@ -0,0 +1,212 @@
|
|||||||
|
Shader "LowPolyWater/WaterShaded" {
|
||||||
|
Properties {
|
||||||
|
|
||||||
|
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
|
||||||
|
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
|
||||||
|
_Shininess ("Shininess", Float) = 10
|
||||||
|
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
|
||||||
|
|
||||||
|
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.2 ,0.39, 0.5, 1.0)
|
||||||
|
|
||||||
|
_BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
|
||||||
|
_BumpDirection ("Foam movement", Vector) = (1.0 ,1.0, -1.0, 1.0)
|
||||||
|
|
||||||
|
_Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
|
||||||
|
[MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
CGINCLUDE
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityLightingCommon.cginc" // for _LightColor0
|
||||||
|
|
||||||
|
|
||||||
|
sampler2D _ShoreTex;
|
||||||
|
sampler2D_float _CameraDepthTexture;
|
||||||
|
|
||||||
|
uniform float4 _BaseColor;
|
||||||
|
uniform float _Shininess;
|
||||||
|
|
||||||
|
uniform float4 _InvFadeParemeter;
|
||||||
|
|
||||||
|
uniform float4 _BumpTiling;
|
||||||
|
uniform float4 _BumpDirection;
|
||||||
|
|
||||||
|
uniform float4 _Foam;
|
||||||
|
float _isInnerAlphaBlendOrColor;
|
||||||
|
#define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
|
||||||
|
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float4 normalInterpolator : TEXCOORD0;
|
||||||
|
float4 viewInterpolator : TEXCOORD1;
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||||||
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float4 bumpCoords : TEXCOORD2;
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||||||
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float4 screenPos : TEXCOORD3;
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||||||
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float4 grabPassPos : TEXCOORD4;
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half3 worldRefl : TEXCOORD6;
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|
float4 posWorld : TEXCOORD7;
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||||||
|
float3 normalDir : TEXCOORD8;
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||||||
|
|
||||||
|
UNITY_FOG_COORDS(5)
|
||||||
|
};
|
||||||
|
|
||||||
|
inline half4 Foam(sampler2D shoreTex, half4 coords)
|
||||||
|
{
|
||||||
|
half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
|
||||||
|
return foam;
|
||||||
|
}
|
||||||
|
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||||||
|
v2f vert(appdata_full v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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||||||
|
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||||||
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||||||
|
half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
|
||||||
|
half3 vtxForAni = (worldSpaceVertex).xzz;
|
||||||
|
|
||||||
|
half3 offsets = half3(0,0,0);
|
||||||
|
half3 nrml = half3(0,1,0);
|
||||||
|
|
||||||
|
v.vertex.xyz += offsets;
|
||||||
|
|
||||||
|
half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
|
||||||
|
|
||||||
|
o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
|
||||||
|
|
||||||
|
o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.screenPos=ComputeScreenPos(o.pos);
|
||||||
|
o.normalInterpolator.xyz = nrml;
|
||||||
|
o.viewInterpolator.w = saturate(offsets.y);
|
||||||
|
o.normalInterpolator.w = 1;
|
||||||
|
|
||||||
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||||||
|
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||||
|
float4x4 modelMatrix = unity_ObjectToWorld;
|
||||||
|
float4x4 modelMatrixInverse = unity_WorldToObject;
|
||||||
|
o.posWorld = mul(modelMatrix, v.vertex);
|
||||||
|
o.normalDir = normalize( mul(float4(v.normal, 0.0), modelMatrixInverse).xyz);
|
||||||
|
|
||||||
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||||
|
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
||||||
|
o.worldRefl = reflect(-worldViewDir, worldNormal);
|
||||||
|
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
half4 calculateBaseColor(v2f input)
|
||||||
|
{
|
||||||
|
float3 normalDirection = normalize(input.normalDir);
|
||||||
|
|
||||||
|
float3 viewDirection = normalize(
|
||||||
|
_WorldSpaceCameraPos - input.posWorld.xyz);
|
||||||
|
float3 lightDirection;
|
||||||
|
float attenuation;
|
||||||
|
|
||||||
|
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
|
||||||
|
{
|
||||||
|
attenuation = 1.0; // no attenuation
|
||||||
|
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
||||||
|
}
|
||||||
|
else // point or spot light
|
||||||
|
{
|
||||||
|
float3 vertexToLightSource =
|
||||||
|
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
|
||||||
|
float distance = length(vertexToLightSource);
|
||||||
|
attenuation = 1.0 / distance; // linear attenuation
|
||||||
|
lightDirection = normalize(vertexToLightSource);
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 ambientLighting =
|
||||||
|
UNITY_LIGHTMODEL_AMBIENT.rgb * _BaseColor.rgb;
|
||||||
|
|
||||||
|
float3 diffuseReflection =
|
||||||
|
attenuation * _LightColor0.rgb * _BaseColor.rgb
|
||||||
|
* max(0.0, dot(normalDirection, lightDirection));
|
||||||
|
|
||||||
|
float3 specularReflection;
|
||||||
|
if (dot(normalDirection, lightDirection) < 0.0)
|
||||||
|
// light source on the wrong side?
|
||||||
|
{
|
||||||
|
specularReflection = float3(0.0, 0.0, 0.0);
|
||||||
|
// no specular reflection
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _Shininess);
|
||||||
|
}
|
||||||
|
|
||||||
|
return half4(ambientLighting + diffuseReflection + specularReflection, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
half4 frag( v2f i ) : SV_Target
|
||||||
|
{
|
||||||
|
|
||||||
|
half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
|
||||||
|
|
||||||
|
#ifdef WATER_EDGEBLEND_ON
|
||||||
|
half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
|
||||||
|
depth = LinearEyeDepth(depth);
|
||||||
|
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|
||||||
|
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|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
half4 baseColor = calculateBaseColor(i);
|
||||||
|
|
||||||
|
|
||||||
|
half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
|
||||||
|
baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
|
||||||
|
if( _isInnerAlphaBlendOrColor==0)
|
||||||
|
baseColor.rgb += 1.0-edgeBlendFactors.x;
|
||||||
|
if( _isInnerAlphaBlendOrColor==1.0)
|
||||||
|
baseColor.a = edgeBlendFactors.x;
|
||||||
|
UNITY_APPLY_FOG(i.fogCoord, baseColor);
|
||||||
|
return baseColor;
|
||||||
|
}
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||||||
|
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||||||
|
ENDCG
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||||||
|
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||||||
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Subshader
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{
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CGPROGRAM
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|
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||||||
|
ENDCG
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||||||
|
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||||
|
animationType: 0
|
||||||
|
humanoidOversampling: 1
|
||||||
|
additionalBone: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f80bc1a3e1f794ef1b287f519525f909
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d13e9f4484ea440a3b1cddc3d7aaa35b
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
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Reference in New Issue
Block a user