diff --git a/IronToad_UnityProject/Assets/Animations/WaveRing.controller b/IronToad_UnityProject/Assets/Animations/WaveRing.controller new file mode 100644 index 0000000..b6d10d8 Binary files /dev/null and b/IronToad_UnityProject/Assets/Animations/WaveRing.controller differ diff --git a/IronToad_UnityProject/Assets/Animations/WaveRing.controller.meta b/IronToad_UnityProject/Assets/Animations/WaveRing.controller.meta new file mode 100644 index 0000000..8e870e4 --- /dev/null +++ b/IronToad_UnityProject/Assets/Animations/WaveRing.controller.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 27cceb296e458354180349e5dbb7f5a5 +timeCreated: 1485018104 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim b/IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim new file mode 100644 index 0000000..2176cd2 Binary files /dev/null and b/IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim differ diff --git a/IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim.meta b/IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim.meta new file mode 100644 index 0000000..ef6dd66 --- /dev/null +++ b/IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7d18c45db6dba324da55110c321130d4 +timeCreated: 1485018104 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/Scripts/PlayerController.cs b/IronToad_UnityProject/Assets/Scripts/PlayerController.cs index 47ba936..1b8d74c 100644 --- a/IronToad_UnityProject/Assets/Scripts/PlayerController.cs +++ b/IronToad_UnityProject/Assets/Scripts/PlayerController.cs @@ -8,6 +8,8 @@ public class PlayerController : MonoBehaviour { public float radius; public float time; + public GameObject waveRing; + // Update is called once per frame void Update () { @@ -21,6 +23,15 @@ public class PlayerController : MonoBehaviour { Debug.DrawRay(ray.origin, ray.direction * 100, Color.green); if (Physics.Raycast(ray, out hit, Mathf.Infinity,rayMask)) { + + Vector3 pos = hit.point; + pos.y += 1; + Quaternion rot = Quaternion.Euler(-90, 0, 0); + + if (waveRing != null) + Destroy(Instantiate(waveRing, pos, rot),4); + + WaterController waterScript = hit.collider.gameObject.GetComponent(); Debug.DrawLine(Camera.main.transform.position, hit.point, Color.red,1); diff --git a/IronToad_UnityProject/Assets/Sound.meta b/IronToad_UnityProject/Assets/Sound.meta new file mode 100644 index 0000000..3e7d64c --- /dev/null +++ b/IronToad_UnityProject/Assets/Sound.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 73fb9ee280b0c75439600b4d5c3a6a7d +folderAsset: yes +timeCreated: 1484996421 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb.meta~5def2651a9a68039ca23aa6ed804786939978fb1.meta b/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb.meta~5def2651a9a68039ca23aa6ed804786939978fb1.meta new file mode 100644 index 0000000..aac971b --- /dev/null +++ b/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb.meta~5def2651a9a68039ca23aa6ed804786939978fb1.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8fe9694a87e3fd545b420671f19f0beb +timeCreated: 1485009964 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/water/WaterWave.mat b/IronToad_UnityProject/Assets/water/WaterWave.mat new file mode 100644 index 0000000..dcfdf10 Binary files /dev/null and b/IronToad_UnityProject/Assets/water/WaterWave.mat differ diff --git a/IronToad_UnityProject/Assets/water/WaterWave.mat.meta b/IronToad_UnityProject/Assets/water/WaterWave.mat.meta new file mode 100644 index 0000000..4413bd0 --- /dev/null +++ b/IronToad_UnityProject/Assets/water/WaterWave.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c9c90b6f5271b464880e476763a4d017 +timeCreated: 1485017769 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/water/WaveRing.prefab b/IronToad_UnityProject/Assets/water/WaveRing.prefab new file mode 100644 index 0000000..f2e43d6 Binary files /dev/null and b/IronToad_UnityProject/Assets/water/WaveRing.prefab differ diff --git a/IronToad_UnityProject/Assets/water/WaveRing.prefab.meta b/IronToad_UnityProject/Assets/water/WaveRing.prefab.meta new file mode 100644 index 0000000..97d4246 --- /dev/null +++ b/IronToad_UnityProject/Assets/water/WaveRing.prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f4f33b77e9eb86943bfb31f715612630 +timeCreated: 1485018084 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader b/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader new file mode 100644 index 0000000..5a5f8ab --- /dev/null +++ b/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader @@ -0,0 +1,393 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// 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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+ +Shader "LightHouse/WaterShader" { + Properties { + _Ring_Amount ("Ring_Amount", Range(1, 200)) = 19.17478 + _FoamColor ("FoamColor", Color) = (1,1,1,1) + _WaveHeight ("WaveHeight", Range(1, 10)) = 5.549279 + _Speed ("Speed", Range(-1, 1.5)) = -1 + _Fade ("Fade", Range(0, 1)) = 1 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform float _Ring_Amount; + uniform float4 _FoamColor; + uniform float _WaveHeight; + uniform float _Speed; + uniform float _Fade; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + UNITY_FOG_COORDS(7) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD8; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float node_9544 = distance(o.uv0,float2(0.5,0.5)); + float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); + v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = 1; + float3 attenColor = attenuation * _LightColor0.xyz; +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - 0; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +/////// Diffuse: + float NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = max( 0.0, NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float node_9544 = distance(i.uv0,float2(0.5,0.5)); + float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); + float node_1198 = saturate(node_5748); + float3 diffuseColor = (_FoamColor.rgb*node_1198); + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse; + fixed4 finalRGBA = fixed4(finalColor,(node_1198*round((1.0 - node_9544))*_Fade)); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform float _Ring_Amount; + uniform float4 _FoamColor; + uniform float _WaveHeight; + uniform float _Speed; + uniform float _Fade; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + float node_9544 = distance(o.uv0,float2(0.5,0.5)); + float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); + v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; +/////// Diffuse: + float NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = max( 0.0, NdotL) * attenColor; + float node_9544 = distance(i.uv0,float2(0.5,0.5)); + float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); + float node_1198 = saturate(node_5748); + float3 diffuseColor = (_FoamColor.rgb*node_1198); + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse; + fixed4 finalRGBA = fixed4(finalColor * (node_1198*round((1.0 - node_9544))*_Fade),0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_SHADOWCASTER + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform float _Ring_Amount; + uniform float _WaveHeight; + uniform float _Speed; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + V2F_SHADOW_CASTER; + float2 uv0 : TEXCOORD1; + float2 uv1 : TEXCOORD2; + float2 uv2 : TEXCOORD3; + float4 posWorld : TEXCOORD4; + float3 normalDir : TEXCOORD5; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + float node_9544 = distance(o.uv0,float2(0.5,0.5)); + float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); + v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + TRANSFER_SHADOW_CASTER(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform float _Ring_Amount; + uniform float4 _FoamColor; + uniform float _WaveHeight; + uniform float _Speed; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + float node_9544 = distance(o.uv0,float2(0.5,0.5)); + float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); + v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float node_9544 = distance(i.uv0,float2(0.5,0.5)); + float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); + float node_1198 = saturate(node_5748); + float3 diffColor = (_FoamColor.rgb*node_1198); + o.Albedo = diffColor; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader.meta b/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader.meta new file mode 100644 index 0000000..028d54c --- /dev/null +++ b/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 49d9869e237ffb64e8fba6d0250b9a46 +timeCreated: 1485017769 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/ProjectSettings/TagManager.asset b/IronToad_UnityProject/ProjectSettings/TagManager.asset index e23e4e1..91c855e 100644 Binary files a/IronToad_UnityProject/ProjectSettings/TagManager.asset and b/IronToad_UnityProject/ProjectSettings/TagManager.asset differ