New Version 1.6

New 125 balls & powerups.
Improved graphics.
This commit is contained in:
SkunkStudios 2025-05-07 06:18:40 +07:00
parent b35433ae45
commit 71779ef7ac
9413 changed files with 193360 additions and 264803 deletions

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using UnityEngine;
using System.Collections;
[ExecuteInEditMode] // Make water live-update even when not in play mode
public class Water : MonoBehaviour
{
public enum WaterMode {
Simple = 0,
Reflective = 1,
Refractive = 2,
};
public WaterMode m_WaterMode = WaterMode.Refractive;
public bool m_DisablePixelLights = true;
public int m_TextureSize = 256;
public float m_ClipPlaneOffset = 0.07f;
public LayerMask m_ReflectLayers = -1;
public LayerMask m_RefractLayers = -1;
private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table
private Hashtable m_RefractionCameras = new Hashtable(); // Camera -> Camera table
private RenderTexture m_ReflectionTexture = null;
private RenderTexture m_RefractionTexture = null;
private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
private int m_OldReflectionTextureSize = 0;
private int m_OldRefractionTextureSize = 0;
private static bool s_InsideWater = false;
// This is called when it's known that the object will be rendered by some
// camera. We render reflections / refractions 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<Renderer>() || !GetComponent<Renderer>().sharedMaterial || !GetComponent<Renderer>().enabled )
return;
Camera cam = Camera.current;
if( !cam )
return;
// Safeguard from recursive water reflections.
if( s_InsideWater )
return;
s_InsideWater = true;
// Actual water rendering mode depends on both the current setting AND
// the hardware support. There's no point in rendering refraction textures
// if they won't be visible in the end.
m_HardwareWaterSupport = FindHardwareWaterSupport();
WaterMode mode = GetWaterMode();
Camera reflectionCamera, refractionCamera;
CreateWaterObjects( cam, out reflectionCamera, out refractionCamera );
// 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/refraction
int oldPixelLightCount = QualitySettings.pixelLightCount;
if( m_DisablePixelLights )
QualitySettings.pixelLightCount = 0;
UpdateCameraModes( cam, reflectionCamera );
UpdateCameraModes( cam, refractionCamera );
// Render reflection if needed
if( mode >= WaterMode.Reflective )
{
// 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.SetRevertBackfacing (true);
reflectionCamera.transform.position = newpos;
Vector3 euler = cam.transform.eulerAngles;
reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
reflectionCamera.Render();
reflectionCamera.transform.position = oldpos;
GL.SetRevertBackfacing (false);
GetComponent<Renderer>().sharedMaterial.SetTexture( "_ReflectionTex", m_ReflectionTexture );
}
// 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;
}
}

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#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
#if defined(WATER_REFLECTIVE)
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
color.rgb = lerp( water.rgb, refl.rgb, water.a );
color.a = refl.a * water.a;
#endif
#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;
}
ENDCG
}
}
// -----------------------------------------------------------
// Old cards
// three texture, cubemaps
Subshader {
Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0.5)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture * primary
}
SetTexture [_MainTex] {
Matrix [_WaveMatrix2]
combine texture * primary + previous
}
SetTexture [_ReflectiveColorCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// dual texture, cubemaps
Subshader {
Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0.5)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture
}
SetTexture [_ReflectiveColorCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// single texture
Subshader {
Tags { "WaterMode"="Simple" "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture, primary
}
}
}
}

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