Merge remote-tracking branch 'origin/feature/main-ui'

This commit is contained in:
Ashby Issac 2026-01-22 11:18:25 +05:30
commit c9ec236fab
204 changed files with 38420 additions and 9 deletions

8
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using UnityEngine;
namespace LowPolyWater
{
public class LowPolyWater : MonoBehaviour
{
public float waveHeight = 0.5f;
public float waveFrequency = 0.5f;
public float waveLength = 0.75f;
//Position where the waves originate from
public Vector3 waveOriginPosition = new Vector3(0.0f, 0.0f, 0.0f);
MeshFilter meshFilter;
Mesh mesh;
Vector3[] vertices;
private void Awake()
{
//Get the Mesh Filter of the gameobject
meshFilter = GetComponent<MeshFilter>();
}
void Start()
{
CreateMeshLowPoly(meshFilter);
}
/// <summary>
/// Rearranges the mesh vertices to create a 'low poly' effect
/// </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;
//Get the list of triangle indices of the gameobject's mesh
int[] triangles = mesh.triangles;
//Create a vector array for new vertices
Vector3[] vertices = new Vector3[triangles.Length];
//Assign vertices to create triangles out of the mesh
for (int i = 0; i < triangles.Length; i++)
{
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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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;
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"}
Lod 500
ColorMask RGB
GrabPass { "_RefractionTex" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
ENDCG
}
}
Fallback "Transparent/Diffuse"
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