diff --git a/IronToad_UnityProject/Assets/Scripts/BuoyantObject.cs b/IronToad_UnityProject/Assets/Scripts/BuoyantObject.cs
index 2b2d04d..99f48dd 100644
--- a/IronToad_UnityProject/Assets/Scripts/BuoyantObject.cs
+++ b/IronToad_UnityProject/Assets/Scripts/BuoyantObject.cs
@@ -55,6 +55,25 @@ public class BuoyantObject : WaterObject {
// rb.drag = airDrag;
}
+ public virtual IEnumerator pushObject(Vector3 point,float power, float totalTime) {
+ Vector3 dir = transform.position - point;
+ dir = Vector3.ProjectOnPlane(dir, Vector3.up);
+ dir.Normalize();
+
+ float elapsedTime = 0;
+
+ while (elapsedTime < totalTime) {
+
+ Vector3 force = dir * power * Time.deltaTime;
+ rb.AddForce(force);
+
+ yield return new WaitForEndOfFrame();
+
+ elapsedTime += Time.deltaTime;
+ }
+ }
+
+
///
///
///
diff --git a/IronToad_UnityProject/Assets/Scripts/WaterController.cs b/IronToad_UnityProject/Assets/Scripts/WaterController.cs
index d967128..ad6fd8d 100644
--- a/IronToad_UnityProject/Assets/Scripts/WaterController.cs
+++ b/IronToad_UnityProject/Assets/Scripts/WaterController.cs
@@ -37,14 +37,25 @@ public class WaterController : MonoBehaviour {
/// point where water is createds
/// radius of effected object
/// power with chich the objects are pushed
- public void CreateWave(Vector3 point, float radius, float power){
+ public void CreateWave(Vector3 point, float radius, float power) {
//find all colliders within the wave distance
point.y = transform.position.y;
- StartCoroutine(waveController(point, radius, power, 2));
+ Collider[] colliders = Physics.OverlapSphere(point, radius);
+ foreach (Collider hit in colliders) {
+ Debug.Log(hit.name);
+ BuoyantObject hitScript = hit.gameObject.GetComponent();
+ if (hitScript != null) {
+ Debug.DrawLine(point, hit.transform.position, Color.blue, 1);
+ StartCoroutine(hitScript.pushObject(point, power, 2));
+ }
+
+ //StartCoroutine(waveController(point, radius, power, 2));
+
+ }
}
#endregion Interaction Functions
diff --git a/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb b/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb
new file mode 100644
index 0000000..c6dafb0
--- /dev/null
+++ b/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0fbabcae9313543ffbf1429aeac3664d
+folderAsset: yes
+timeCreated: 1484963877
+licenseType: Free
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/IronToad_UnityProject/Assets/_Scenes/PhysicsTestScene.unity b/IronToad_UnityProject/Assets/_Scenes/PhysicsTestScene.unity
index cd2e86d..9a7bc89 100644
Binary files a/IronToad_UnityProject/Assets/_Scenes/PhysicsTestScene.unity and b/IronToad_UnityProject/Assets/_Scenes/PhysicsTestScene.unity differ
diff --git a/IronToad_UnityProject/Assets/water/WaterShader.shader b/IronToad_UnityProject/Assets/water/WaterShader.shader
index cb218d5..61eefce 100644
--- a/IronToad_UnityProject/Assets/water/WaterShader.shader
+++ b/IronToad_UnityProject/Assets/water/WaterShader.shader
@@ -4,7 +4,7 @@
// Shader created with Shader Forge v1.30
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Color,ptin:_GlowColor,varname:_GlowColor,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Vector3,id:265,x:31861,y:31760,varname:node_265,prsc:2,v1:0,v2:0,v3:1;n:type:ShaderForge.SFN_Tex2d,id:267,x:31861,y:31576,ptovrint:False,ptlb:Normals,ptin:_Normals,varname:_Normals,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e1110e8b284166c4090af21bb5bc02fe,ntxv:2,isnm:False|UVIN-23-UVOUT;n:type:ShaderForge.SFN_Vector1,id:4921,x:32326,y:32058,varname:node_4921,prsc:2,v1:1;n:type:ShaderForge.SFN_Normalize,id:4935,x:32359,y:32162,varname:node_4935,prsc:2|IN-150-OUT;n:type:ShaderForge.SFN_ValueProperty,id:8547,x:31500,y:32377,ptovrint:False,ptlb:Bulge Shape,ptin:_BulgeShape,varname:_BulgeShape,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1.8;n:type:ShaderForge.SFN_Vector1,id:8608,x:32077,y:31543,varname:node_8608,prsc:2,v1:0.1;n:type:ShaderForge.SFN_TexCoord,id:5169,x:29011,y:31532,varname:node_5169,prsc:2,uv:0;n:type:ShaderForge.SFN_Relay,id:1924,x:32099,y:32472,varname:node_1924,prsc:2|IN-133-OUT;n:type:ShaderForge.SFN_Tex2d,id:1000,x:30900,y:31928,ptovrint:False,ptlb:Perlin,ptin:_Perlin,varname:node_1000,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:28c7aad1372ff114b90d330f8a2dd938,ntxv:3,isnm:False|UVIN-23-UVOUT;n:type:ShaderForge.SFN_Time,id:9449,x:30307,y:32597,varname:node_9449,prsc:2;n:type:ShaderForge.SFN_Sin,id:872,x:30830,y:32637,varname:node_872,prsc:2|IN-3394-OUT;n:type:ShaderForge.SFN_RemapRange,id:728,x:31123,y:32628,varname:node_728,prsc:2,frmn:-1,frmx:1,tomn:0,tomx:1|IN-872-OUT;n:type:ShaderForge.SFN_Lerp,id:6791,x:31328,y:32216,varname:node_6791,prsc:2|A-3165-OUT,B-5923-OUT,T-728-OUT;n:type:ShaderForge.SFN_Tex2d,id:5880,x:30689,y:32396,ptovrint:False,ptlb:Perlin_copy,ptin:_Perlin_copy,varname:_Perlin_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:28c7aad1372ff114b90d330f8a2dd938,ntxv:0,isnm:False|UVIN-4275-UVOUT;n:type:ShaderForge.SFN_Panner,id:4275,x:30532,y:32124,varname:node_4275,prsc:2,spu:0.05,spv:0.05|UVIN-882-OUT,DIST-4763-OUT;n:type:ShaderForge.SFN_RemapRange,id:7035,x:31235,y:31503,varname:node_7035,prsc:2,frmn:0,frmx:1,tomn:0,tomx:1|IN-151-R;n:type:ShaderForge.SFN_Power,id:6956,x:31577,y:31867,varname:node_6956,prsc:2|VAL-7035-OUT,EXP-6075-OUT;n:type:ShaderForge.SFN_Multiply,id:3165,x:31213,y:31980,varname:node_3165,prsc:2|A-1000-R,B-6956-OUT;n:type:ShaderForge.SFN_Vector1,id:6075,x:31121,y:31811,varname:node_6075,prsc:2,v1:0.3;n:type:ShaderForge.SFN_OneMinus,id:1863,x:32474,y:31884,varname:node_1863,prsc:2|IN-149-OUT;n:type:ShaderForge.SFN_DepthBlend,id:8882,x:32532,y:33176,varname:node_8882,prsc:2|DIST-965-OUT;n:type:ShaderForge.SFN_Slider,id:965,x:32111,y:33235,ptovrint:False,ptlb:ShoreBlend,ptin:_ShoreBlend,varname:node_965,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:100;n:type:ShaderForge.SFN_Color,id:2802,x:32510,y:32768,ptovrint:False,ptlb:Shore,ptin:_Shore,varname:node_2802,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Lerp,id:4940,x:32895,y:32732,varname:node_4940,prsc:2|A-2802-RGB,B-149-OUT,T-8882-OUT;n:type:ShaderForge.SFN_Slider,id:6891,x:32824,y:33251,ptovrint:False,ptlb:Opacity,ptin:_Opacity,varname:node_6891,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.3994928,max:1;n:type:ShaderForge.SFN_Multiply,id:288,x:31220,y:31249,varname:node_288,prsc:2|A-2646-RGB,B-151-RGB;n:type:ShaderForge.SFN_Color,id:2646,x:30787,y:31052,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_2646,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.07352942,c2:0.9233267,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:882,x:29290,y:31621,varname:node_882,prsc:2|A-5169-UVOUT,B-8975-OUT;n:type:ShaderForge.SFN_ObjectScale,id:3614,x:28773,y:31843,varname:node_3614,prsc:2,rcp:False;n:type:ShaderForge.SFN_ComponentMask,id:8975,x:28974,y:31843,varname:node_8975,prsc:2,cc1:0,cc2:2,cc3:-1,cc4:-1|IN-3614-XYZ;n:type:ShaderForge.SFN_ValueProperty,id:633,x:30307,y:32767,ptovrint:False,ptlb:buffer Speed,ptin:_bufferSpeed,varname:node_633,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.7;n:type:ShaderForge.SFN_Multiply,id:3394,x:30553,y:32623,varname:node_3394,prsc:2|A-9449-T,B-633-OUT;n:type:ShaderForge.SFN_Multiply,id:5923,x:30969,y:32378,varname:node_5923,prsc:2|A-5880-R,B-6956-OUT;n:type:ShaderForge.SFN_Time,id:7529,x:28507,y:32136,varname:node_7529,prsc:2;n:type:ShaderForge.SFN_Sin,id:2710,x:28903,y:32187,varname:node_2710,prsc:2|IN-6302-OUT;n:type:ShaderForge.SFN_Vector1,id:7346,x:28676,y:32623,varname:node_7346,prsc:2,v1:10;n:type:ShaderForge.SFN_Divide,id:6302,x:28715,y:32261,varname:node_6302,prsc:2|A-7529-T,B-7346-OUT;n:type:ShaderForge.SFN_Multiply,id:4763,x:29135,y:32158,varname:node_4763,prsc:2|A-2710-OUT,B-7346-OUT;proporder:151-267-168-142-8547-1000-5880-965-2802-6891-2646-633;pass:END;sub:END;*/
Shader "LightHouse/WaterShader" {
Properties {
@@ -19,6 +19,7 @@ Shader "LightHouse/WaterShader" {
_Shore ("Shore", Color) = (1,0,0,1)
_Opacity ("Opacity", Range(0, 1)) = 0.3994928
_Color ("Color", Color) = (0.07352942,0.9233267,1,1)
+ _bufferSpeed ("buffer Speed", Float ) = 0.7
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
@@ -65,6 +66,7 @@ Shader "LightHouse/WaterShader" {
uniform float4 _Shore;
uniform float _Opacity;
uniform float4 _Color;
+ uniform float _bufferSpeed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
@@ -106,15 +108,20 @@ Shader "LightHouse/WaterShader" {
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
float3 objScale = 1.0/recipObjScale;
- float4 node_3480 = _Time + _TimeEditor;
+ float4 node_7529 = _Time + _TimeEditor;
+ float node_7346 = 10.0;
+ float node_6302 = (node_7529.g/node_7346);
+ float node_2710 = sin(node_6302);
+ float node_4763 = (node_2710*node_7346);
float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_3480.g*float2(0.05,0));
+ float2 node_23 = (node_882+node_4763*float2(0.05,0));
float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_3480.g*float2(0.025,0.025));
+ float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3);
+ float2 node_4275 = (node_882+node_4763*float2(0.05,0.05));
float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
+ float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
@@ -130,16 +137,21 @@ Shader "LightHouse/WaterShader" {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float4 node_3480 = _Time + _TimeEditor;
+ float4 node_7529 = _Time + _TimeEditor;
+ float node_7346 = 10.0;
+ float node_6302 = (node_7529.g/node_7346);
+ float node_2710 = sin(node_6302);
+ float node_4763 = (node_2710*node_7346);
float2 node_882 = (i.uv0*objScale.rb);
- float2 node_23 = (node_882+node_3480.g*float2(0.05,0));
+ float2 node_23 = (node_882+node_4763*float2(0.05,0));
float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals));
float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
- float2 node_4275 = (node_882+node_3480.g*float2(0.025,0.025));
+ float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3);
+ float2 node_4275 = (node_882+node_4763*float2(0.05,0.05));
float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
+ float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient
float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133));
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
@@ -247,6 +259,7 @@ Shader "LightHouse/WaterShader" {
uniform float4 _Shore;
uniform float _Opacity;
uniform float4 _Color;
+ uniform float _bufferSpeed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
@@ -278,15 +291,20 @@ Shader "LightHouse/WaterShader" {
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
float3 objScale = 1.0/recipObjScale;
- float4 node_175 = _Time + _TimeEditor;
+ float4 node_7529 = _Time + _TimeEditor;
+ float node_7346 = 10.0;
+ float node_6302 = (node_7529.g/node_7346);
+ float node_2710 = sin(node_6302);
+ float node_4763 = (node_2710*node_7346);
float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_175.g*float2(0.05,0));
+ float2 node_23 = (node_882+node_4763*float2(0.05,0));
float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_175.g*float2(0.025,0.025));
+ float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3);
+ float2 node_4275 = (node_882+node_4763*float2(0.05,0.05));
float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
+ float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
@@ -303,16 +321,21 @@ Shader "LightHouse/WaterShader" {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float4 node_175 = _Time + _TimeEditor;
+ float4 node_7529 = _Time + _TimeEditor;
+ float node_7346 = 10.0;
+ float node_6302 = (node_7529.g/node_7346);
+ float node_2710 = sin(node_6302);
+ float node_4763 = (node_2710*node_7346);
float2 node_882 = (i.uv0*objScale.rb);
- float2 node_23 = (node_882+node_175.g*float2(0.05,0));
+ float2 node_23 = (node_882+node_4763*float2(0.05,0));
float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals));
float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
- float2 node_4275 = (node_882+node_175.g*float2(0.025,0.025));
+ float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3);
+ float2 node_4275 = (node_882+node_4763*float2(0.05,0.05));
float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
+ float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient
float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133));
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
@@ -381,6 +404,7 @@ Shader "LightHouse/WaterShader" {
uniform float _BulgeShape;
uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
+ uniform float _bufferSpeed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
@@ -404,15 +428,20 @@ Shader "LightHouse/WaterShader" {
o.normalDir = UnityObjectToWorldNormal(v.normal);
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
float3 objScale = 1.0/recipObjScale;
- float4 node_8823 = _Time + _TimeEditor;
+ float4 node_7529 = _Time + _TimeEditor;
+ float node_7346 = 10.0;
+ float node_6302 = (node_7529.g/node_7346);
+ float node_2710 = sin(node_6302);
+ float node_4763 = (node_2710*node_7346);
float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_8823.g*float2(0.05,0));
+ float2 node_23 = (node_882+node_4763*float2(0.05,0));
float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_8823.g*float2(0.025,0.025));
+ float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3);
+ float2 node_4275 = (node_882+node_4763*float2(0.05,0.05));
float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
+ float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
@@ -466,6 +495,7 @@ Shader "LightHouse/WaterShader" {
uniform float _ShoreBlend;
uniform float4 _Shore;
uniform float4 _Color;
+ uniform float _bufferSpeed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
@@ -490,15 +520,20 @@ Shader "LightHouse/WaterShader" {
o.normalDir = UnityObjectToWorldNormal(v.normal);
float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
float3 objScale = 1.0/recipObjScale;
- float4 node_4394 = _Time + _TimeEditor;
+ float4 node_7529 = _Time + _TimeEditor;
+ float node_7346 = 10.0;
+ float node_6302 = (node_7529.g/node_7346);
+ float node_2710 = sin(node_6302);
+ float node_4763 = (node_2710*node_7346);
float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_4394.g*float2(0.05,0));
+ float2 node_23 = (node_882+node_4763*float2(0.05,0));
float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_4394.g*float2(0.025,0.025));
+ float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3);
+ float2 node_4275 = (node_882+node_4763*float2(0.05,0.05));
float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
+ float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
@@ -519,15 +554,20 @@ Shader "LightHouse/WaterShader" {
o.Emission = 0;
- float4 node_4394 = _Time + _TimeEditor;
+ float4 node_7529 = _Time + _TimeEditor;
+ float node_7346 = 10.0;
+ float node_6302 = (node_7529.g/node_7346);
+ float node_2710 = sin(node_6302);
+ float node_4763 = (node_2710*node_7346);
float2 node_882 = (i.uv0*objScale.rb);
- float2 node_23 = (node_882+node_4394.g*float2(0.05,0));
+ float2 node_23 = (node_882+node_4763*float2(0.05,0));
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
- float2 node_4275 = (node_882+node_4394.g*float2(0.025,0.025));
+ float node_6956 = pow((_Diffuse_var.r*1.0+0.0),0.3);
+ float2 node_4275 = (node_882+node_4763*float2(0.05,0.05));
float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
+ float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient
float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133);
float3 diffColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend));
float3 specColor = (1.0 - node_149);
diff --git a/IronToad_UnityProject/Assets/water/planeWater.FBX b/IronToad_UnityProject/Assets/water/planeWater.FBX
deleted file mode 100644
index c79c3aa..0000000
Binary files a/IronToad_UnityProject/Assets/water/planeWater.FBX and /dev/null differ
diff --git a/IronToad_UnityProject/Assets/water/planeWater.FBX.meta b/IronToad_UnityProject/Assets/water/planeWater.FBX.meta
deleted file mode 100644
index 8a5177f..0000000
--- a/IronToad_UnityProject/Assets/water/planeWater.FBX.meta
+++ /dev/null
@@ -1,81 +0,0 @@
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