Added Pause Menu and In-Game HUDS

This commit is contained in:
alantrix0012 2026-01-28 15:51:45 +05:30
parent 0edcb2b491
commit bdc4b2feb7
124 changed files with 26730 additions and 3121 deletions

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Shader "LowPolyWater/WaterShaded" { Shader "LowPolyWater/WaterShaded_Ortho_Final" {
Properties { Properties {
_BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
_SpecColor ("Specular Material Color", Color) = (1,1,1,1) _SpecColor ("Specular Material Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Float) = 10 _Shininess ("Shininess", Float) = 10
_FoamColor ("Foam Color", Color) = (1,1,1,1)
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {} _ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.2 ,0.39, 0.5, 1.0) _InvFadeParemeter ("Shore Thickness (X), Foam Spread (Y)", Vector) = (5.0 ,2.0, 0.5, 1.0)
_BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) _BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
_BumpDirection ("Foam movement", Vector) = (1.0 ,1.0, -1.0, 1.0) _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) _Foam ("Foam (intensity, cutoff)", Vector) = (0.5, 0.375, 0.0, 0.0)
[MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0 [MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0
} }
Subshader {
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;
float4 bumpCoords : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 grabPassPos : TEXCOORD4;
half3 worldRefl : TEXCOORD6;
float4 posWorld : TEXCOORD7;
float3 normalDir : TEXCOORD8;
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;
}
v2f vert(appdata_full v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
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);
edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
#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;
}
ENDCG
Subshader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"} Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Lod 500 Lod 500
ColorMask RGB
GrabPass { "_RefractionTex" }
Pass { Pass {
Blend SrcAlpha OneMinusSrcAlpha Blend SrcAlpha OneMinusSrcAlpha
@ -194,19 +27,91 @@ Subshader
Cull Off Cull Off
CGPROGRAM CGPROGRAM
#pragma target 3.0
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#pragma multi_compile_fog #pragma multi_compile_fog
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _ShoreTex;
sampler2D_float _CameraDepthTexture;
float4 _BaseColor;
float4 _FoamColor;
float _SpecColor;
float _Shininess;
float4 _InvFadeParemeter;
float4 _BumpTiling;
float4 _BumpDirection;
float4 _Foam;
float _isInnerAlphaBlendOrColor;
struct v2f {
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD3;
float4 bumpCoords : TEXCOORD4;
float3 worldPos : TEXCOORD5;
float3 worldNormal : TEXCOORD6;
UNITY_FOG_COORDS(7)
};
v2f vert(appdata_full v) {
v2f o;
// The vertex position here will include any changes made by your C# script
// if you are modifying the mesh filter's vertices.
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.screenPos.z);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.bumpCoords.xyzw = (o.worldPos.xzxz + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
half4 frag(v2f i) : SV_Target {
// 1. Calculate Depth for Ortho
float rawDepth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
float sceneZ = LinearEyeDepth(rawDepth);
float waterZ = i.screenPos.z;
float diff = sceneZ - waterZ;
// 2. Foam Factors
// edgeFactor is the solid line. foamFactor is the textured area.
float edgeFactor = saturate(_InvFadeParemeter.x * diff);
float foamFactor = saturate(_InvFadeParemeter.y * diff);
// 3. Lighting
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float diffExp = max(0.1, dot(i.worldNormal, lightDir)); // Simple wrap lighting
float4 finalCol = float4(_BaseColor.rgb * diffExp, _BaseColor.a);
// 4. Foam Texturing
float4 foamTex = (tex2D(_ShoreTex, i.bumpCoords.xy) * tex2D(_ShoreTex, i.bumpCoords.zw));
// Add the "Shore Line" using the Foam Color (White by default)
float shoreStrength = (1.0 - edgeFactor);
finalCol.rgb = lerp(finalCol.rgb, _FoamColor.rgb, shoreStrength);
// Add the "Foam Bubbles" texture near the edges
float texturedFoam = foamTex.r * (1.0 - foamFactor) * _Foam.x;
finalCol.rgb += _FoamColor.rgb * texturedFoam;
// 5. Alpha handling
if(_isInnerAlphaBlendOrColor > 0) {
finalCol.a = edgeFactor;
}
UNITY_APPLY_FOG(i.fogCoord, finalCol);
return finalCol;
}
ENDCG ENDCG
} }
} }
Fallback "Transparent/Diffuse" Fallback "Transparent/Diffuse"
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