Browse Source

messed with water

master
Joshua Reason 9 years ago
parent
commit
c8af6003a0
142 changed files with 4108 additions and 0 deletions
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playable/Assets/Editor/Water (Pro Only)/Water4/GerstnerDisplaceEditor.cs View File

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using UnityEngine;
using System;
using UnityEditor;
[CustomEditor(typeof(GerstnerDisplace))]
public class GerstnerDisplaceEditor : Editor
{
private SerializedObject serObj;
public void OnEnable ()
{
serObj = new SerializedObject (target);
}
public override void OnInspectorGUI ()
{
serObj.Update();
GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject;
WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
Material sharedWaterMaterial = wb.sharedMaterial;
GUILayout.Label ("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel);
if(sharedWaterMaterial)
{
Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial);
Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial);
Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial);
Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial);
Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial);
Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial);
amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude);
frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency);
steepness = EditorGUILayout.Vector4Field("Steepness", steepness);
speed = EditorGUILayout.Vector4Field("Speed", speed);
directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB);
directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD);
if (GUI.changed) {
WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial);
}
/*
Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial);
Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial);
float firstTilingU = animationTiling.x*100.0F;
float firstTilingV = animationTiling.y*100.0F;
float firstDirectionU = animationDirection.x;
float firstDirectionV = animationDirection.y;
float secondTilingU = animationTiling.z*100.0F;
float secondTilingV = animationTiling.w*100.0F;
float secondDirectionU = animationDirection.z;
float secondDirectionV = animationDirection.w;
EditorGUILayout.BeginHorizontal ();
firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU);
firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU);
secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU);
firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU);
secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV);
EditorGUILayout.EndHorizontal ();
animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV);
animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F);
WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial);
EditorGUILayout.Separator ();
GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel);
float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial);
heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F);
WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial);
*/
}
serObj.ApplyModifiedProperties();
}
}

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defaultReferences: []
executionOrder: 0
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playable/Assets/Editor/Water (Pro Only)/Water4/PlanarReflectionEditor.cs View File

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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(PlanarReflection))]
public class PlanarReflectionEditor : Editor
{
private SerializedObject serObj;
//private SerializedProperty wavesFrequency;
// reflection
private SerializedProperty reflectionMask;
private SerializedProperty reflectSkybox;
private SerializedProperty clearColor;
bool showKidsWithReflectionHint = false;
public void OnEnable () {
serObj = new SerializedObject (target);
reflectionMask = serObj.FindProperty("reflectionMask");
reflectSkybox = serObj.FindProperty("reflectSkybox");
clearColor = serObj.FindProperty("clearColor");
}
public override void OnInspectorGUI ()
{
GUILayout.Label ("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel);
if(!SystemInfo.supportsRenderTextures)
EditorGUILayout.HelpBox("Realtime reflections not supported", MessageType.Warning);
serObj.Update();
EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers"));
EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox"));
EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color"));
showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint);
if (showKidsWithReflectionHint) {
int i = 0;
foreach(Transform t in ((PlanarReflection)target).transform) {
if (t.GetComponent<WaterTile>()) {
if(i%2==0)
EditorGUILayout.BeginHorizontal();
EditorGUILayout.ObjectField(t, typeof(Transform), true);
if(i%2==1)
EditorGUILayout.EndHorizontal();
i = (i+1)%2;
}
}
if(i>0)
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndToggleGroup();
serObj.ApplyModifiedProperties();
}
}

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playable/Assets/Editor/Water (Pro Only)/Water4/SpecularLightingEditor.cs View File

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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(SpecularLighting))]
public class SpecularLightingEditor : Editor
{
private SerializedObject serObj;
private SerializedProperty specularLight;
public void OnEnable () {
serObj = new SerializedObject (target);
specularLight = serObj.FindProperty("specularLight");
}
public override void OnInspectorGUI ()
{
serObj.Update();
GameObject go = ((SpecularLighting)serObj.targetObject).gameObject;
WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
if(!wb.sharedMaterial)
return;
if(wb.sharedMaterial.HasProperty("_WorldLightDir")) {
GUILayout.Label ("Transform casting specular highlights", EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light"));
if(wb.sharedMaterial.HasProperty("_SpecularColor"))
WaterEditorUtility.SetMaterialColor(
"_SpecularColor",
EditorGUILayout.ColorField("Specular",
WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)),
wb.sharedMaterial);
if(wb.sharedMaterial.HasProperty("_Shininess"))
WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider(
"Specular power",
WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial),
0.0F, 500.0F), wb.sharedMaterial);
}
else
GUILayout.Label ("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel);
serObj.ApplyModifiedProperties();
}
}

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playable/Assets/Editor/Water (Pro Only)/Water4/WaterBaseEditor.cs View File

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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(WaterBase))]
public class WaterBaseEditor : Editor
{
public GameObject oceanBase;
private WaterBase waterBase;
private Material oceanMaterial = null;
private SerializedObject serObj;
private SerializedProperty sharedMaterial;
public SerializedProperty waterQuality;
public SerializedProperty edgeBlend;
public void OnEnable ()
{
serObj = new SerializedObject (target);
sharedMaterial = serObj.FindProperty("sharedMaterial");
waterQuality = serObj.FindProperty("waterQuality");
edgeBlend = serObj.FindProperty("edgeBlend");
}
public override void OnInspectorGUI ()
{
serObj.Update();
waterBase = (WaterBase)serObj.targetObject;
oceanBase = ((WaterBase)serObj.targetObject).gameObject;
if(!oceanBase)
return;
GUILayout.Label ("This script helps adjusting water material properties", EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material"));
oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
if (!oceanMaterial) {
sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform);
serObj.ApplyModifiedProperties();
oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
if (!oceanMaterial)
return;
}
EditorGUILayout.Separator ();
GUILayout.Label ("Overall Quality", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality"));
EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?"));
if(waterQuality.intValue > (int)WaterQuality.Low && !SystemInfo.supportsRenderTextures)
EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning);
if(edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning);
EditorGUILayout.Separator ();
bool hasShore = oceanMaterial.HasProperty("_ShoreTex");
GUILayout.Label ("Main Colors", EditorStyles.boldLabel);
GUILayout.Label ("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel);
WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial);
WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial);
EditorGUILayout.Separator ();
GUILayout.Label ("Main Textures", EditorStyles.boldLabel);
GUILayout.Label ("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel);
WaterEditorUtility.SetMaterialTexture("_BumpMap",(Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
if (hasShore)
WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
Vector4 animationTiling;
Vector4 animationDirection;
Vector2 firstTiling;
Vector2 secondTiling;
Vector2 firstDirection;
Vector2 secondDirection;
animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial);
animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial);
firstTiling = new Vector2(animationTiling.x*100.0F,animationTiling.y*100.0F);
secondTiling = new Vector2(animationTiling.z*100.0F,animationTiling.w*100.0F);
firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling);
secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling);
//firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x);
//firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y);
//secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x);
//secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y);
firstDirection = new Vector2(animationDirection.x,animationDirection.y);
secondDirection = new Vector2(animationDirection.z,animationDirection.w);
//firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x);
//firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y);
//secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x);
//secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y);
firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection);
secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection);
animationTiling = new Vector4(firstTiling.x/100.0F,firstTiling.y/100.0F, secondTiling.x/100.0F,secondTiling.y/100.0F);
animationDirection = new Vector4(firstDirection.x,firstDirection.y, secondDirection.x,secondDirection.y);
WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial);
WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial);
Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial);
Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial);
EditorGUILayout.Separator ();
GUILayout.Label ("Normals", EditorStyles.boldLabel);
GUILayout.Label ("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel);
float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial);
gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F);
WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial);
displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F);
displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F);
// fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f);
EditorGUILayout.Separator ();
GUILayout.Label ("Fresnel", EditorStyles.boldLabel);
GUILayout.Label ("Defines reflection to refraction relation", EditorStyles.miniBoldLabel);
if(!oceanMaterial.HasProperty("_Fresnel")) {
if(oceanMaterial.HasProperty("_FresnelScale")) {
float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F);
WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial);
}
displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F);
displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F);
}
else
{
Texture fresnelTex = (Texture)EditorGUILayout.ObjectField(
"Ramp",
(Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel",
oceanMaterial),
typeof(Texture),
false);
WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial);
}
EditorGUILayout.Separator ();
WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial);
if (edgeBlend.boolValue)
{
GUILayout.Label ("Fading", EditorStyles.boldLabel);
fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f);
if(hasShore)
fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f);
fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f);
WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial);
}
EditorGUILayout.Separator ();
if(oceanMaterial.HasProperty("_Foam")) {
GUILayout.Label ("Foam", EditorStyles.boldLabel);
Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial);
foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F);
foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F);
WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial);
}
serObj.ApplyModifiedProperties();
}
}

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playable/Assets/Editor/Water (Pro Only)/Water4/WaterEditorUtility.cs View File

@ -0,0 +1,75 @@
using UnityEngine;
using UnityEditor;
class WaterEditorUtility
{
// helper functions to retrieve & set material values
public static float GetMaterialFloat(System.String name, Material mat) {
return mat.GetFloat(name);
}
public static void SetMaterialFloat(System.String name, float f, Material mat) {
mat.SetFloat(name, f);
}
public static Color GetMaterialColor(System.String name, Material mat) {
return mat.GetColor(name);
}
public static void SetMaterialColor(System.String name, Color color, Material mat) {
mat.SetColor(name, color);
}
public static Vector4 GetMaterialVector(System.String name, Material mat) {
return mat.GetVector(name);
}
public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) {
mat.SetVector(name, vector);
}
public static Texture GetMaterialTexture(System.String theName, Material mat) {
return mat.GetTexture(theName);
}
public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) {
mat.SetTexture(theName, parameter);
}
public static Material LocateValidWaterMaterial(Transform parent)
{
if(parent.renderer && parent.renderer.sharedMaterial)
return parent.renderer.sharedMaterial;
foreach( Transform t in parent)
{
if(t.renderer && t.renderer.sharedMaterial)
return t.renderer.sharedMaterial;
}
return null;
}
public static void CurveGui (System.String name, SerializedObject serObj, Color color)
{
AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f));
curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f));
//if (GUI.changed) {
// AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve);
//((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver);
//}
}
/*
public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve)
{
Debug.Log("AnimationCurveChanged");
Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel");
if(!fresnel)
fresnel = new Texture2D(256,1);
for (int i = 0; i < 256; i++)
{
float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f);
Debug.Log(""+(((float)i)/255.0f) +": "+val);
fresnel.SetPixel(i, 0, new Color(val,val,val,val));
}
fresnel.Apply();
sharedMaterial.SetTexture("_Fresnel", fresnel);
} */
}

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playable/Assets/Scripts/Patrol.cs View File

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using UnityEngine;
using System.Collections;
public class Patrol : MonoBehaviour {
public float patrolDistance;
public int waitTime;
public float speed;
public bool startRight;
public int direction = 1;
private Vector3 startPosition;
private int curWait = 0;
// Use this for initialization
void Start () {
startPosition = transform.position;
if (!startRight) {
transform.Rotate (Vector3.up * 180);
direction *= -1;
}
}
// Update is called once per frame
void Update () {
Vector3 curPosition = transform.position;
Vector3 move = new Vector3(1, 0.0f ,0.0f);
move.x *= speed;
move *= direction;
if (curWait == 0) {
if (Mathf.Abs(startPosition.x - curPosition.x) < patrolDistance)
transform.position += move;
else
curWait = waitTime;
} else if (curWait == 1) {
transform.Rotate (Vector3.up * 180);
direction *= -1;
transform.position -= move;
curWait--;
} else
curWait--;
}
}

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playable/Assets/Standard Assets/Water (Basic)/Sources/Scripts/WaterSimple.cs View File

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using UnityEngine;
// Sets up transformation matrices to scale&scroll water waves
// for the case where graphics card does not support vertex programs.
[ExecuteInEditMode]
public class WaterSimple : MonoBehaviour
{
void Update()
{
if( !GetComponent<Renderer>() )
return;
Material mat = GetComponent<Renderer>().sharedMaterial;
if( !mat )
return;
Vector4 waveSpeed = mat.GetVector( "WaveSpeed" );
float waveScale = mat.GetFloat( "_WaveScale" );
float t = Time.time / 20.0f;
Vector4 offset4 = waveSpeed * (t * waveScale);
Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x,1.0f), Mathf.Repeat(offset4.y,1.0f), Mathf.Repeat(offset4.z,1.0f), Mathf.Repeat(offset4.w,1.0f));
mat.SetVector( "_WaveOffset", offsetClamped );
Vector3 scale = new Vector3( 1.0f/waveScale, 1.0f/waveScale, 1 );
Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale );
mat.SetMatrix( "_WaveMatrix", scrollMatrix );
scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale * 0.45f );
mat.SetMatrix( "_WaveMatrix2", scrollMatrix );
}
}

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playable/Assets/Standard Assets/Water (Basic)/Sources/Shaders/FX-Water Simple.shader View File

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Shader "FX/Water (simple)" {
Properties {
_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
_BumpMap ("Waves Normalmap ", 2D) = "" { }
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
_MainTex ("Fallback texture", 2D) = "" { }
}
CGINCLUDE
// -----------------------------------------------------------
// This section is included in all program sections below
#include "UnityCG.cginc"
uniform float4 _horizonColor;
uniform float4 WaveSpeed;
uniform float _WaveScale;
uniform float4 _WaveOffset;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float2 bumpuv[2] : TEXCOORD0;
float3 viewDir : TEXCOORD2;
};
v2f vert(appdata v)
{
v2f o;
float4 s;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
// scroll bump waves
float4 temp;
temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
o.bumpuv[0] = temp.xy * float2(.4, .45);
o.bumpuv[1] = temp.wz;
// object space view direction
o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );
return o;
}
ENDCG
// -----------------------------------------------------------
// Fragment program
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _BumpMap;
sampler2D _ColorControl;
half4 frag( v2f i ) : COLOR
{
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
half fresnel = dot( i.viewDir, bump );
half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
half4 col;
col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
col.a = _horizonColor.a;
return col;
}
ENDCG
}
}
// -----------------------------------------------------------
// Old cards
// three texture, cubemaps
Subshader {
Tags { "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 [_ColorControlCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// dual texture, cubemaps
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0.5)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture
}
SetTexture [_ColorControlCube] {
combine texture +- previous, primary
Matrix [_Reflection]
}
}
}
// single texture
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
Color (0.5,0.5,0.5,0)
SetTexture [_MainTex] {
Matrix [_WaveMatrix]
combine texture, primary
}
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[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 Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
private Dictionary<Camera, Camera> m_RefractionCameras = new Dictionary<Camera, Camera>(); // 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 || !renderer || !renderer.sharedMaterial || !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 );
reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
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);
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 );
refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
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();
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 (KeyValuePair<Camera, Camera> kvp in m_ReflectionCameras)
DestroyImmediate( (kvp.Value).gameObject );
m_ReflectionCameras.Clear();
foreach (KeyValuePair<Camera, Camera> kvp in m_RefractionCameras)
DestroyImmediate( (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( !renderer )
return;
Material mat = 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 = 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
m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
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.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
m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera);
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.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 || !renderer )
return WaterMode.Simple;
Material mat = 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) );
}
// 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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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 = mul (UNITY_MATRIX_MVP, v.vertex);
// scroll bump waves
float4 temp;
temp.xyzw = v.vertex.xzxz * _WaveScale4 / unity_Scale.w + _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 ) : SV_Target
{
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 = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) );
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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