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https://github.com/imperialsushi/gutterball-3.git
synced 2025-06-15 05:07:42 +00:00
New Version 1.6
New 125 balls & powerups. Improved graphics.
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9413 changed files with 193360 additions and 264803 deletions
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using UnityEngine;
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using System.Collections;
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[ExecuteInEditMode] // Make water live-update even when not in play mode
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public class Water : MonoBehaviour
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{
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public enum WaterMode {
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Simple = 0,
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Reflective = 1,
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Refractive = 2,
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};
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public WaterMode m_WaterMode = WaterMode.Refractive;
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public bool m_DisablePixelLights = true;
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public int m_TextureSize = 256;
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public float m_ClipPlaneOffset = 0.07f;
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public LayerMask m_ReflectLayers = -1;
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public LayerMask m_RefractLayers = -1;
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private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table
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private Hashtable m_RefractionCameras = new Hashtable(); // Camera -> Camera table
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private RenderTexture m_ReflectionTexture = null;
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private RenderTexture m_RefractionTexture = null;
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private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
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private int m_OldReflectionTextureSize = 0;
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private int m_OldRefractionTextureSize = 0;
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private static bool s_InsideWater = false;
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// This is called when it's known that the object will be rendered by some
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// camera. We render reflections / refractions and do other updates here.
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// Because the script executes in edit mode, reflections for the scene view
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// camera will just work!
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public void OnWillRenderObject()
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{
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if( !enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial || !GetComponent<Renderer>().enabled )
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return;
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Camera cam = Camera.current;
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if( !cam )
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return;
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// Safeguard from recursive water reflections.
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if( s_InsideWater )
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return;
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s_InsideWater = true;
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// Actual water rendering mode depends on both the current setting AND
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// the hardware support. There's no point in rendering refraction textures
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// if they won't be visible in the end.
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m_HardwareWaterSupport = FindHardwareWaterSupport();
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WaterMode mode = GetWaterMode();
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Camera reflectionCamera, refractionCamera;
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CreateWaterObjects( cam, out reflectionCamera, out refractionCamera );
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// find out the reflection plane: position and normal in world space
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Vector3 pos = transform.position;
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Vector3 normal = transform.up;
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// Optionally disable pixel lights for reflection/refraction
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int oldPixelLightCount = QualitySettings.pixelLightCount;
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if( m_DisablePixelLights )
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QualitySettings.pixelLightCount = 0;
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UpdateCameraModes( cam, reflectionCamera );
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UpdateCameraModes( cam, refractionCamera );
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// Render reflection if needed
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if( mode >= WaterMode.Reflective )
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{
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// Reflect camera around reflection plane
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float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset;
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Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d);
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Matrix4x4 reflection = Matrix4x4.zero;
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CalculateReflectionMatrix (ref reflection, reflectionPlane);
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Vector3 oldpos = cam.transform.position;
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Vector3 newpos = reflection.MultiplyPoint( oldpos );
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reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
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// Setup oblique projection matrix so that near plane is our reflection
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// plane. This way we clip everything below/above it for free.
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Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f );
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Matrix4x4 projection = cam.projectionMatrix;
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CalculateObliqueMatrix (ref projection, clipPlane);
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reflectionCamera.projectionMatrix = projection;
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reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer
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||||
reflectionCamera.targetTexture = m_ReflectionTexture;
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GL.SetRevertBackfacing (true);
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reflectionCamera.transform.position = newpos;
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||||
Vector3 euler = cam.transform.eulerAngles;
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reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
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reflectionCamera.Render();
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reflectionCamera.transform.position = oldpos;
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GL.SetRevertBackfacing (false);
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GetComponent<Renderer>().sharedMaterial.SetTexture( "_ReflectionTex", m_ReflectionTexture );
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||||
}
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||||
|
||||
// Render refraction
|
||||
if( mode >= WaterMode.Refractive )
|
||||
{
|
||||
refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix;
|
||||
|
||||
// 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( refractionCamera, pos, normal, -1.0f );
|
||||
Matrix4x4 projection = cam.projectionMatrix;
|
||||
CalculateObliqueMatrix (ref projection, clipPlane);
|
||||
refractionCamera.projectionMatrix = projection;
|
||||
|
||||
refractionCamera.cullingMask = ~(1<<4) & m_RefractLayers.value; // never render water layer
|
||||
refractionCamera.targetTexture = m_RefractionTexture;
|
||||
refractionCamera.transform.position = cam.transform.position;
|
||||
refractionCamera.transform.rotation = cam.transform.rotation;
|
||||
refractionCamera.Render();
|
||||
GetComponent<Renderer>().sharedMaterial.SetTexture( "_RefractionTex", m_RefractionTexture );
|
||||
}
|
||||
|
||||
// Restore pixel light count
|
||||
if( m_DisablePixelLights )
|
||||
QualitySettings.pixelLightCount = oldPixelLightCount;
|
||||
|
||||
// Setup shader keywords based on water mode
|
||||
switch( mode )
|
||||
{
|
||||
case WaterMode.Simple:
|
||||
Shader.EnableKeyword( "WATER_SIMPLE" );
|
||||
Shader.DisableKeyword( "WATER_REFLECTIVE" );
|
||||
Shader.DisableKeyword( "WATER_REFRACTIVE" );
|
||||
break;
|
||||
case WaterMode.Reflective:
|
||||
Shader.DisableKeyword( "WATER_SIMPLE" );
|
||||
Shader.EnableKeyword( "WATER_REFLECTIVE" );
|
||||
Shader.DisableKeyword( "WATER_REFRACTIVE" );
|
||||
break;
|
||||
case WaterMode.Refractive:
|
||||
Shader.DisableKeyword( "WATER_SIMPLE" );
|
||||
Shader.DisableKeyword( "WATER_REFLECTIVE" );
|
||||
Shader.EnableKeyword( "WATER_REFRACTIVE" );
|
||||
break;
|
||||
}
|
||||
|
||||
s_InsideWater = false;
|
||||
}
|
||||
|
||||
|
||||
// Cleanup all the objects we possibly have created
|
||||
void OnDisable()
|
||||
{
|
||||
if( m_ReflectionTexture ) {
|
||||
DestroyImmediate( m_ReflectionTexture );
|
||||
m_ReflectionTexture = null;
|
||||
}
|
||||
if( m_RefractionTexture ) {
|
||||
DestroyImmediate( m_RefractionTexture );
|
||||
m_RefractionTexture = null;
|
||||
}
|
||||
foreach( DictionaryEntry kvp in m_ReflectionCameras )
|
||||
DestroyImmediate( ((Camera)kvp.Value).gameObject );
|
||||
m_ReflectionCameras.Clear();
|
||||
foreach( DictionaryEntry kvp in m_RefractionCameras )
|
||||
DestroyImmediate( ((Camera)kvp.Value).gameObject );
|
||||
m_RefractionCameras.Clear();
|
||||
}
|
||||
|
||||
|
||||
// This just sets up some matrices in the material; for really
|
||||
// old cards to make water texture scroll.
|
||||
void Update()
|
||||
{
|
||||
if( !GetComponent<Renderer>() )
|
||||
return;
|
||||
Material mat = GetComponent<Renderer>().sharedMaterial;
|
||||
if( !mat )
|
||||
return;
|
||||
|
||||
Vector4 waveSpeed = mat.GetVector( "WaveSpeed" );
|
||||
float waveScale = mat.GetFloat( "_WaveScale" );
|
||||
Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f);
|
||||
|
||||
// Time since level load, and do intermediate calculations with doubles
|
||||
double t = Time.timeSinceLevelLoad / 20.0;
|
||||
Vector4 offsetClamped = new Vector4(
|
||||
(float)System.Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
|
||||
(float)System.Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
|
||||
(float)System.Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
|
||||
(float)System.Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
|
||||
);
|
||||
|
||||
mat.SetVector( "_WaveOffset", offsetClamped );
|
||||
mat.SetVector( "_WaveScale4", waveScale4 );
|
||||
|
||||
Vector3 waterSize = GetComponent<Renderer>().bounds.size;
|
||||
Vector3 scale = new Vector3( waterSize.x*waveScale4.x, waterSize.z*waveScale4.y, 1 );
|
||||
Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale );
|
||||
mat.SetMatrix( "_WaveMatrix", scrollMatrix );
|
||||
|
||||
scale = new Vector3( waterSize.x*waveScale4.z, waterSize.z*waveScale4.w, 1 );
|
||||
scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale );
|
||||
mat.SetMatrix( "_WaveMatrix2", scrollMatrix );
|
||||
}
|
||||
|
||||
private void UpdateCameraModes( Camera src, Camera dest )
|
||||
{
|
||||
if( dest == null )
|
||||
return;
|
||||
// set water 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 for water
|
||||
private void CreateWaterObjects( Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera )
|
||||
{
|
||||
WaterMode mode = GetWaterMode();
|
||||
|
||||
reflectionCamera = null;
|
||||
refractionCamera = null;
|
||||
|
||||
if( mode >= WaterMode.Reflective )
|
||||
{
|
||||
// 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 = "__WaterReflection" + 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( "Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) );
|
||||
reflectionCamera = go.GetComponent<Camera>();
|
||||
reflectionCamera.enabled = false;
|
||||
reflectionCamera.transform.position = transform.position;
|
||||
reflectionCamera.transform.rotation = transform.rotation;
|
||||
reflectionCamera.gameObject.AddComponent<FlareLayer>();
|
||||
go.hideFlags = HideFlags.HideAndDontSave;
|
||||
m_ReflectionCameras[currentCamera] = reflectionCamera;
|
||||
}
|
||||
}
|
||||
|
||||
if( mode >= WaterMode.Refractive )
|
||||
{
|
||||
// Refraction render texture
|
||||
if( !m_RefractionTexture || m_OldRefractionTextureSize != m_TextureSize )
|
||||
{
|
||||
if( m_RefractionTexture )
|
||||
DestroyImmediate( m_RefractionTexture );
|
||||
m_RefractionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
|
||||
m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
|
||||
m_RefractionTexture.isPowerOfTwo = true;
|
||||
m_RefractionTexture.hideFlags = HideFlags.DontSave;
|
||||
m_OldRefractionTextureSize = m_TextureSize;
|
||||
}
|
||||
|
||||
// Camera for refraction
|
||||
refractionCamera = m_RefractionCameras[currentCamera] as Camera;
|
||||
if( !refractionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
|
||||
{
|
||||
GameObject go = new GameObject( "Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) );
|
||||
refractionCamera = go.GetComponent<Camera>();
|
||||
refractionCamera.enabled = false;
|
||||
refractionCamera.transform.position = transform.position;
|
||||
refractionCamera.transform.rotation = transform.rotation;
|
||||
refractionCamera.gameObject.AddComponent<FlareLayer>();
|
||||
go.hideFlags = HideFlags.HideAndDontSave;
|
||||
m_RefractionCameras[currentCamera] = refractionCamera;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private WaterMode GetWaterMode()
|
||||
{
|
||||
if( m_HardwareWaterSupport < m_WaterMode )
|
||||
return m_HardwareWaterSupport;
|
||||
else
|
||||
return m_WaterMode;
|
||||
}
|
||||
|
||||
private WaterMode FindHardwareWaterSupport()
|
||||
{
|
||||
if( !SystemInfo.supportsRenderTextures || !GetComponent<Renderer>() )
|
||||
return WaterMode.Simple;
|
||||
|
||||
Material mat = GetComponent<Renderer>().sharedMaterial;
|
||||
if( !mat )
|
||||
return WaterMode.Simple;
|
||||
|
||||
string mode = mat.GetTag("WATERMODE", false);
|
||||
if( mode == "Refractive" )
|
||||
return WaterMode.Refractive;
|
||||
if( mode == "Reflective" )
|
||||
return WaterMode.Reflective;
|
||||
|
||||
return WaterMode.Simple;
|
||||
}
|
||||
|
||||
// Extended sign: returns -1, 0 or 1 based on sign of a
|
||||
private static float sgn(float a)
|
||||
{
|
||||
if (a > 0.0f) return 1.0f;
|
||||
if (a < 0.0f) return -1.0f;
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Given position/normal of the plane, calculates plane in camera space.
|
||||
private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
|
||||
{
|
||||
Vector3 offsetPos = pos + normal * m_ClipPlaneOffset;
|
||||
Matrix4x4 m = cam.worldToCameraMatrix;
|
||||
Vector3 cpos = m.MultiplyPoint( offsetPos );
|
||||
Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign;
|
||||
return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) );
|
||||
}
|
||||
|
||||
// Adjusts the given projection matrix so that near plane is the given clipPlane
|
||||
// clipPlane is given in camera space. See article in Game Programming Gems 5 and
|
||||
// http://aras-p.info/texts/obliqueortho.html
|
||||
private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane)
|
||||
{
|
||||
Vector4 q = projection.inverse * new Vector4(
|
||||
sgn(clipPlane.x),
|
||||
sgn(clipPlane.y),
|
||||
1.0f,
|
||||
1.0f
|
||||
);
|
||||
Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q)));
|
||||
// third row = clip plane - fourth row
|
||||
projection[2] = c.x - projection[3];
|
||||
projection[6] = c.y - projection[7];
|
||||
projection[10] = c.z - projection[11];
|
||||
projection[14] = c.w - projection[15];
|
||||
}
|
||||
|
||||
// Calculates reflection matrix around the given plane
|
||||
private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane)
|
||||
{
|
||||
reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]);
|
||||
reflectionMat.m01 = ( - 2F*plane[0]*plane[1]);
|
||||
reflectionMat.m02 = ( - 2F*plane[0]*plane[2]);
|
||||
reflectionMat.m03 = ( - 2F*plane[3]*plane[0]);
|
||||
|
||||
reflectionMat.m10 = ( - 2F*plane[1]*plane[0]);
|
||||
reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]);
|
||||
reflectionMat.m12 = ( - 2F*plane[1]*plane[2]);
|
||||
reflectionMat.m13 = ( - 2F*plane[3]*plane[1]);
|
||||
|
||||
reflectionMat.m20 = ( - 2F*plane[2]*plane[0]);
|
||||
reflectionMat.m21 = ( - 2F*plane[2]*plane[1]);
|
||||
reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]);
|
||||
reflectionMat.m23 = ( - 2F*plane[3]*plane[2]);
|
||||
|
||||
reflectionMat.m30 = 0F;
|
||||
reflectionMat.m31 = 0F;
|
||||
reflectionMat.m32 = 0F;
|
||||
reflectionMat.m33 = 1F;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 067e15b98d4d1af499c5524036e48d12
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b005c579b58785f4abcedb2b9fc9a1dd
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,214 @@
|
|||
#warning Upgrade NOTE: unity_Scale shader variable was removed; replaced 'unity_Scale.w' with '1.0'
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "FX/Water" {
|
||||
Properties {
|
||||
_WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
|
||||
_ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
|
||||
_RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
|
||||
_RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
|
||||
_Fresnel ("Fresnel (A) ", 2D) = "gray" {}
|
||||
_BumpMap ("Normalmap ", 2D) = "bump" {}
|
||||
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
|
||||
_ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
|
||||
_ReflectiveColorCube ("Reflective color cube (RGB) fresnel (A)", Cube) = "" { TexGen CubeReflect }
|
||||
_HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1)
|
||||
_MainTex ("Fallback texture", 2D) = "" {}
|
||||
_ReflectionTex ("Internal Reflection", 2D) = "" {}
|
||||
_RefractionTex ("Internal Refraction", 2D) = "" {}
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Fragment program cards
|
||||
|
||||
|
||||
Subshader {
|
||||
Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
|
||||
|
||||
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
|
||||
#define HAS_REFLECTION 1
|
||||
#endif
|
||||
#if defined (WATER_REFRACTIVE)
|
||||
#define HAS_REFRACTION 1
|
||||
#endif
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
uniform float4 _WaveScale4;
|
||||
uniform float4 _WaveOffset;
|
||||
|
||||
#if HAS_REFLECTION
|
||||
uniform float _ReflDistort;
|
||||
#endif
|
||||
#if HAS_REFRACTION
|
||||
uniform float _RefrDistort;
|
||||
#endif
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
|
||||
float4 ref : TEXCOORD0;
|
||||
float2 bumpuv0 : TEXCOORD1;
|
||||
float2 bumpuv1 : TEXCOORD2;
|
||||
float3 viewDir : TEXCOORD3;
|
||||
#else
|
||||
float2 bumpuv0 : TEXCOORD0;
|
||||
float2 bumpuv1 : TEXCOORD1;
|
||||
float3 viewDir : TEXCOORD2;
|
||||
#endif
|
||||
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
|
||||
// scroll bump waves
|
||||
float4 temp;
|
||||
temp.xyzw = v.vertex.xzxz * _WaveScale4 / 1.0 + _WaveOffset;
|
||||
o.bumpuv0 = temp.xy;
|
||||
o.bumpuv1 = temp.wz;
|
||||
|
||||
// object space view direction (will normalize per pixel)
|
||||
o.viewDir.xzy = ObjSpaceViewDir(v.vertex);
|
||||
|
||||
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
|
||||
o.ref = ComputeScreenPos(o.pos);
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
|
||||
sampler2D _ReflectionTex;
|
||||
#endif
|
||||
#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE)
|
||||
sampler2D _ReflectiveColor;
|
||||
#endif
|
||||
#if defined (WATER_REFRACTIVE)
|
||||
sampler2D _Fresnel;
|
||||
sampler2D _RefractionTex;
|
||||
uniform float4 _RefrColor;
|
||||
#endif
|
||||
#if defined (WATER_SIMPLE)
|
||||
uniform float4 _HorizonColor;
|
||||
#endif
|
||||
sampler2D _BumpMap;
|
||||
|
||||
half4 frag( v2f i ) : COLOR
|
||||
{
|
||||
i.viewDir = normalize(i.viewDir);
|
||||
|
||||
// combine two scrolling bumpmaps into one
|
||||
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
|
||||
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
|
||||
half3 bump = (bump1 + bump2) * 0.5;
|
||||
|
||||
// fresnel factor
|
||||
half fresnelFac = dot( i.viewDir, bump );
|
||||
|
||||
// perturb reflection/refraction UVs by bumpmap, and lookup colors
|
||||
|
||||
#if HAS_REFLECTION
|
||||
float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
|
||||
half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) );
|
||||
#endif
|
||||
#if HAS_REFRACTION
|
||||
float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
|
||||
half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor;
|
||||
#endif
|
||||
|
||||
// final color is between refracted and reflected based on fresnel
|
||||
half4 color;
|
||||
|
||||
#if defined(WATER_REFRACTIVE)
|
||||
half fresnel = tex2D( _Fresnel, float2(fresnelFac,fresnelFac) ).a;
|
||||
color = lerp( refr, refl, fresnel );
|
||||
#endif
|
||||
|
||||
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|
||||
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
|
||||
color.rgb = lerp( water.rgb, refl.rgb, water.a );
|
||||
color.a = refl.a * water.a;
|
||||
#endif
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#if defined(WATER_SIMPLE)
|
||||
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
|
||||
color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
|
||||
color.a = _HorizonColor.a;
|
||||
#endif
|
||||
|
||||
return color;
|
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}
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ENDCG
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}
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}
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// -----------------------------------------------------------
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assetBundleVariant:
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Loading…
Add table
Add a link
Reference in a new issue