From 35cfdb8373530010c029416822eb0ddf08854c5f Mon Sep 17 00:00:00 2001 From: Joshua Reason Date: Sun, 22 Jan 2017 04:24:38 +1100 Subject: [PATCH] added wave prefab + animation + script --- .../Assets/Animations/WaveRing.controller | Bin 0 -> 7032 bytes .../Animations/WaveRing.controller.meta | 8 + .../Assets/Animations/WaveRingPlay.anim | Bin 0 -> 10668 bytes .../Assets/Animations/WaveRingPlay.anim.meta | 8 + .../Assets/Scripts/PlayerController.cs | 11 + IronToad_UnityProject/Assets/Sound.meta | 9 + ...f2651a9a68039ca23aa6ed804786939978fb1.meta | 8 + .../Assets/water/WaterWave.mat | Bin 0 -> 5108 bytes .../Assets/water/WaterWave.mat.meta | 8 + .../Assets/water/WaveRing.prefab | Bin 0 -> 7048 bytes .../Assets/water/WaveRing.prefab.meta | 8 + .../Assets/water/WaveShader_TimeScale.shader | 393 ++++++++++++++++++ .../water/WaveShader_TimeScale.shader.meta | 9 + .../ProjectSettings/TagManager.asset | Bin 4308 -> 4316 bytes 14 files changed, 462 insertions(+) create mode 100644 IronToad_UnityProject/Assets/Animations/WaveRing.controller create mode 100644 IronToad_UnityProject/Assets/Animations/WaveRing.controller.meta create mode 100644 IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim create mode 100644 IronToad_UnityProject/Assets/Animations/WaveRingPlay.anim.meta create mode 100644 IronToad_UnityProject/Assets/Sound.meta create mode 100644 IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb.meta~5def2651a9a68039ca23aa6ed804786939978fb1.meta create mode 100644 IronToad_UnityProject/Assets/water/WaterWave.mat create mode 100644 IronToad_UnityProject/Assets/water/WaterWave.mat.meta create mode 100644 IronToad_UnityProject/Assets/water/WaveRing.prefab create mode 100644 IronToad_UnityProject/Assets/water/WaveRing.prefab.meta create mode 100644 IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader create mode 100644 IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader.meta diff --git a/IronToad_UnityProject/Assets/Animations/WaveRing.controller b/IronToad_UnityProject/Assets/Animations/WaveRing.controller new file mode 100644 index 0000000000000000000000000000000000000000..b6d10d8154d8ee9a71fb515be9693e5fa7d55d72 GIT binary patch literal 7032 zcmchbZEPGz8ONWs&#{|OLP|>$0;$sk3Tf-M1k(~qxbs_WVmH@1Z6pw_R`xnRdcKS9 zF2OGSa8xQUMXH2Ar~-tNszRztgak-PsGw3+{emKdkj0x+5TXL{DO7v`1jqkB&&=%1 z`ho}_y2*HVelz=@XP()e=h+k4^IMU<>mssCWX~m>WqfRW?Dmzz^6y@+mka`YoV3@w z^W`1ujg#s4OV2;`?6=4M^n+Q@!2yvWHsiQcq>Ed6rqUHj@b6oL(*15C-4bBpOCoQ@ z^(Oe6aE63!8<1C_@m|!~pF`_C12P7k_n|&w+mt8r*#YUkY;|ad>mTZD3wWqA?0F)y z(0?8}w4Y-nU1|*^cfcMN@~gHC)=``_aEP-H(A81_?VTV($=X7I0d~ddV0MFYU(4arLwzv5H!%_i%z}k7M=OfX&j|Dum^ES_iA8<&{Ql zE$uX0lg&n_)vVXEmQ<^q*4@*~HPGqxPS$AGnvJ8f_V7%tp3P0+qMCMA&4s(Unzqul ztdq6c;!v*V8*%4UwvwKycV_C%w3Aoo8bM{E*{rJxTcv14E{uxnGM{erAKWy=a*Lg` zlP#o6tF=Z(!LV+7o=rPxYawkv!gii{YIfj=8QYXM^3HnJSgtirEi{)iR2MfIOWCrSoseW;omduO!29I>ijf>AaB{&Uw7K-03(k?j}5#0g`hEA-|ds2RSn$ zyzOSErLW3{$B~*Dj`BECGsAKGW4LxZ7&9E@y7M^yFvF>!aL3>d;QYf3N4eU=G?+U! zGn_I?F>_#sqdc~U8II%Oj>-&2d2A1(U_X19;W&FRj6c7D8vV%( zC*mQ#YSU%pBQ)|J+)<=ts{W+)0V{&Jl^a5 z>zZSa|7zs*$A58j_p|A*m;QbN6mjSOido#>E*G=-taHRc6nzHttDMiumBcKkQ;b7PIoGrzIsby?j9JPx_I(j``hhV^ z?TP)6$E?^7dCVG=bGX;}fiX*UO7cToZ=%o-j9G5J+#8)A7_%G?{lJ*zbV5JuGd!P{ z^8;g6IA7<7(E@jV*zdXe;g6`(4~$tlZtRBxp2vPT7;wfnmy@QXbpG zn58_nN59Gi&+VYxV81%)XT~fyE}xUHV+=kgj9JR#_eH~#2EZ%3g% zW0uv4asb9G8{d)@B>Cbwu`d_p9bDqcgA1!dFf2_cr{=Da^|D4rd@I2PPx4@nL z@d9`HRnHR>7hbXY_kmYTo94Rixw=2#;rqB~d6W#<%;ySHuF2I}ec60@x5ZpXdiF;E z`@=}#lODf*6qBl4&05k=G%_+8&bAa2Ib=SS#)cU^&-U7VY|C3IF^!*bHgZ(BA#W%S zm$#VT3WDEAqKwj+1}t4Xfp_rG}(Yplm(_WZYt zKi*h>Y<_1K^*Rb39(jH9=`Y`Q=;580aQ!sO016Mb$uB=Mzxl|Ij!ay5VAqQWb`37L zMz&q%U>0{WJ)7OnUqo+|B?1 literal 0 HcmV?d00001 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 0000000000000000000000000000000000000000..2176cd212c029b6424da9969b978125b326139d0 GIT binary patch literal 10668 zcmd^^d4L>66~=3JcC!fql0YEbS*{!$fe-=&a!hu!xi{JD=Hd*U+1^dVT+Z}vvMADO zf*=S65mXd86j6vsj3SB<0Ywo66uh`Z4iyjZKopeqeRaI;S8V?9Zzrjpu3x|Y>UGsu z)ipCpO}JaB$+s(|#wa!6ae7zNr%a!6eD^f<&cMJxCPQE`=)k~D(H+~KUwO|SBM&OA zc{{gbYo5+EH7GTV&eB_QG8MXH0MRN@DntKn$*N>~MkV!xAY}^vD)kic-RZrKis5zY zIl6LRsv|y|;!{XxJk^KWb57^tI+Z+Vbts1+b&#LaPwO-?&!~l@e;er_f3%TFa7|ri zD&>O$J_0-kp4E9CNY^0G-N1FpsudJ_9u?F_GS8@`#3tD~?inxi4>;-T>-V7d(J4OL z@;$+GCjKdEb0yW0&nTQvz-69VLvxwu7{u$6RUy42Pw4CgmS7y})!xKwfN4tkJm+c$uK zPb+wWYh*t2Ile)!8$A?{{#@YkvgHd?Je~g{@C5oY|Ha@raGC!Sa9w2nwB}nb`?(D~ zhjaB}-Yw&J!`-}F&fNHaqwR-w@B}*2|0|eF|97xXR&5~-=l@O{?>`st{4w_>p9`y) z%l=u-T=vfz%hS&VtPN{9UOpF2Pw|(@S9mV$PUQ^EnKGu2YuV*gx^B#BlT^@J(A#=H&cWaI@lk0hp$DOY> zc>D>fW4=Vp<$6wjv3`^5;rZY>v@6%c0_({2u*lr_`6}z@5_kd~>E|+Y>E{aTNI$>F z#`}J*a=i3&jk)x5%v}1p*K*&_eH<_SyfMYoe%_>c)4TlK?{Vjc3q0=pfW4O4pGZHy zkGb^Qg&ueM@AtUVzlgc?bHZHef578T|AQWP`X6F0{k&Oo+?(|C7LPkWU+nQGs184W zn7Q=xCE$tH7teRBH$(aPBdjC+d>M1&=bNpcF9%PcFa7*c=F-nsu#WUI_P@~a{roYG zmwrZnQwmh1pRZyr{fu!yyzl3$IbQl1`%0s4{NUE-Ycy}7bJ7o3Ux(U1f70X551(Q# z{rqX>QvW)SJHLI#<4*sx%%z{NXD;=zeh-!Z4IX#;H!_!gzDaXvNk8B0ap&jHd))c? z3(TdTZvjuVzVP!G!E@kpeZCc37wP9OF*km`lY+1x{xW!iYowoVV=n!CJL_cCeWc;` z8{2HW@8_>@y!7)O%%z{d%3S*SPRrAN9!qRH$4ftd&ExPh){Pw=hmXO(?s517{2M9$ zoKgw;7yK^fa@@b^aX0RFd)$rtx0su8f7p)8x4{#Pi+nEM1D*qy^YeA91|wpGTO>{&_UT z-?I9niT#*)qxhcWu@vvO-;7Qp)Jl#JuXKlL~ z-T#es#&6FP#|z)%VP225{MVWqPKU{O;``CT3(V{E=Zi_iFs%nP?}{Drykm75oTCGLEc z9{0a7Z%~)f=RvGXl$QEC>zL2)mlMSGZ+QG#%m2aL^v})2(Qj`um;Lik=CXhOmEyQB z^bh>=7IW$6w~3qkY7q1N-G4rya-dNjpJe%HkI%4t40sOL zn&)6MarkgA;zKzl~=u_is%ezn^lWuGZi2(kaT*#N&Ak zei+Bg=kMX*iH;ZR=MmsJaQS>Zl6B|H%E@@yw-f@%=jery_lOf{pimJB{O|Z%5sF$DMCyd))bU z4s+?-9Jn4Axv!fGoEME?;`_s&eyNF{wZzn#~yja0p z&WjFkoljQnBn|88p?@apNd2>z*DJk0r2MhZIh(m0U;MsA|Eb7*)H>#-f8HP+^v}5|j(Jz# zV0hs1F_y2lyuCfH&TQ?9;&QchQyi9RQMoi*71zy=3gM!8bkH8e8}z}_uqVj(6KN?I zE7h=83%jVYsunJcdN!=+4GK}*-_l#{3yF4=;~*v_U9TxR8;8}B11hh>mW2J?)u0%v zIHEs&L7_KPn^eELKy6e}sk2b7gsR*dn}awg^@OFkt=t9u_G-AO)E$+mNz}@1nz~r|5p7RPWI>`JfQm zSQ?r_If!j-@K^ z>ST*rTrRHcr*V&JgNaruHv6`qQlUmvTW>8-{Xq@TsF$fNkxFM6#}rl5H#k$Ag0bgz zk=diZup{gat6?c0Qg3UmU7f>l(>XnEd|a;B!{yb8Iz!uLd3Sd$j8CW7rD0!Kp!b%3 z%F|$~EevWyHjWF*EQrJALRiA&;^R~+Y3z)m+jQ4Cxb_SRT@r>By0|AQ1qCURKI1Nd z&QM%SEevU%$MdV@;`}hg2)9Mms-6&L`Cxx)XM2q9-41p~xg4*o2BlhexmqL@I@4B$ z+Xt--x9MmyqdCXgi)yXKik|eXebn!@K^N+}>h3M&A+`+bN_qWxG-n3~I>2fJ4|ih* zwR1Hpr7ASHYe7%AyaJh;UW0S5R%nGauV?7<>HqS=8owqWyOAZ^3qikG)!(fES*+v! z>k$LZzV_M;83I>HK>*fcvl(); Debug.DrawLine(Camera.main.transform.position, hit.point, Color.red,1); diff --git a/IronToad_UnityProject/Assets/Sound.meta b/IronToad_UnityProject/Assets/Sound.meta new file mode 100644 index 0000000..3e7d64c --- /dev/null +++ b/IronToad_UnityProject/Assets/Sound.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 73fb9ee280b0c75439600b4d5c3a6a7d +folderAsset: yes +timeCreated: 1484996421 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb.meta~5def2651a9a68039ca23aa6ed804786939978fb1.meta b/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb.meta~5def2651a9a68039ca23aa6ed804786939978fb1.meta new file mode 100644 index 0000000..aac971b --- /dev/null +++ b/IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb.meta~5def2651a9a68039ca23aa6ed804786939978fb1.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8fe9694a87e3fd545b420671f19f0beb +timeCreated: 1485009964 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/water/WaterWave.mat b/IronToad_UnityProject/Assets/water/WaterWave.mat new file mode 100644 index 0000000000000000000000000000000000000000..dcfdf10ab417faf185ddf8bdec29f6f069e67d54 GIT binary patch literal 5108 zcmeI0+iw(A9LImV?UuHPilBg4D58S5(hIazq1#frP-vl06cZoDfjxU6yEB{FS!g39 z6HH7X#_)iRhD+eV#!F)G@_>m3AB+h>jZxGGM12xSOcVl|D53to=giLTsV#qi=^;Pn zoX`2q@BA(^({q-nW+u_BYedA?JNZJiqG3ftW1@v_j*X3lLJaN(9UFV~{KdK(7v~OL zdVbTD6Z4MD>1P_|`6^6vYa{abmN7Z-h(i2tw1T|%L*!L5gefHnMSR>@& zo^Ys%{eghP=TIkjh4gbi-vd8u!KGBtX4c)wg7Nf#hlp)Z2Mgkbps{@|-Wif9Uhe1Z z0at#m4J#TZsxgnnmxsJ#i?92u9z$;~44*Pswz$03`_cB-UR%vya4=$xj ztIK@>SN3bUj##&jxms7ZzX1B3u%+9_b2^dzdY^}Rc0c!zu)zKzzAF1+nYVX+et*C# zw73=ryi$wn0dQ`}PkG)R1oXfobbx!sygd}~Dw)qyJcd6@0zOS!7w?&hw_02GVQ?wc zT0S2Mc!WOTKJtkiKgxoJyq)Cwp5Z>8{l@^gg=m_zUwq#mmrU{U=f5G~RrDj<{+7ph zN0+e>)k`}kINtL-s$^*dF5?$?1dex5ab@Rc9>GpCaG8G5PRlr6w6i?ms*aa#1*Y~$csm2G$J+(YZG60|0X=X%-tK_w@vaHD9&ZoxiQA%m^ByVeW5AB=XW$EMuFlbi~fsPM#b}(snYD z5N`F;>*W>yU8@MXYF}~aXzFtFU#DZQoZdNO%gMLmYCayWJNx>_*ZcQd@uMGJZn&!G zjqpFe?LD@rbM(xydF%IX`%2LTGk-a?Z+4>Z;PGYeJ$JVLcSZN@dAlxubz#@xuUr0j z^P8hDDti5e{oiM29N2j9g9FVY7e>!1T5@TsH|)+I_qLDZLCQr5{10Lncn*dCj&H(w~7$eaLzS)ElW5XZ6|AH z@;t^L+R5~#U0)UZr^)nio;L=BlSx~=lbl=+XAob{*kR{}Z>1~Ow(PiQYLwe@zSVDf zOeMXhR{Y*DnU7_9ZMV{sv0&Xcbvh}o%9gcU272xC^ifh9r&r4}2J9K_%bPfoTg8l$ z;`!YD1Su{2DD|DKjVN%P(Gz%JsVouAN9=?I`RTG2WqK#6IA+3uA4@-rZ}- zjjcOO^ykv*F6mFdndF^k0m`3m%yh`yY|5ECcsGiBWu3P0Hr43L+6BvPY00bmc;oBj zERp92r?7oVr}S$uWjkVZhPSxvS6>vlH3oA+#No%M%6B}+>jd`3taGkY+TUJCB!pAc zjF$4WyuFbRT(v(eURh#ot*y+CpKa@aeYr+AcCi>ZHI<$)BdCW_3u#yX8yyd~9 z;?LC7jvE%;^iI!{fBVVcqP43UpBz~U^i`A=l-F8R<2I!l7&3(>YD!u7_pMgdc*;_Z zHb7QXSX1g66!zzMtHI|j>ZjmYj`kHOe5;IURj+|@9opoHxmwj~@P7)}WhnDdq<@P# z3%na`@^cEp-)h|g9v0#YBD_uWFT)selS_Eo)F|rrh5g?Z^`ECEVdrPjrk$4)*JXan z&V>m)X(z`>|9NT)-sz)Fd#)tj;IsKDJKs$_LwrHX&PBv^S)jJVM%u~t;s_W1{b-XP z4xW+!YT}vc{PfRE{O^fyS%-sYb57SrczPY)o4}Lna9xCpzrKn#?OYP!X@4z^@U*|K zPvGw8?X0gtw%4-k-peJna!~sdeD_F52Yj zi10KI_q(ifOKLxVAi^!xhdI3%wpZ|;QEI?<#_ZkwUcnu6^LF5R6;g03U|d&{Luz34s*WE_CQ%jGe$fe3HGIaQs&1Di9Odo4&&daa z&X@!KyaV1rr|i|8Le48!y$ar0)9>Qj#b9>vyr9P}JKOYN0KGMN7Fx;Gz*e~Xo+Zyd zv;XkUXU@I8`qzKC)utm3pfJ#%#DZL^;GBgJ(Ggm3aHrr8X`irR>*& zlOdkAUkeU~5KjtMEI7hHj6US2;LOCY1t&9|KNg%ce=InbdLHZZ8PIZVC^)>D_d_f= zX+Oq-BkNPdSgubjID-E@Onej^r83}`K(3=@p%}p#7zq3gT?IGr{I0!$Q>h`8HzF#g zhiVj5Dyj|GuCMYY*f6Tko^*WNhwb7};JcL~<14Sl;V!%0@6^UkkKS4~AGmc#8;_N~ z`ez%qpI^0h_;;tu4{n`5aNvWm@o;Es0Dq_AP2(3&@c&QoMj@_;ahr&@RQ$*BmiBiX zZ>jij z&y2S$3f3*97mPQ-(|W;pGdK^3M(-GJg3E!x=o;hA;7MI$ya{gUgXTEeoGSq0r?u$ZX|jwCd}B|{DQ9Q&Rr8F z$In)ZC8xH<#lb@RdTQ$B+^MZMJKIL@eB-$jJrn2e?WD;qD7f=VNl1hE>=MFonN32t zbX@Z0l>Jd)3~xRYmtH(&8=mHrZFrI?`(hGec$y`|@FXRqPazZ_MYJ#eMzGW|gvk2P z?kjNT#q}Yc)Adk7Fwo#kk>n8xiSa^+CsQ_gOzP1Rl9B!l%`c-rLsKM#cseviLWrkB zQzS(2u0&{xgbL{8{kMlWQ@xcD zob%cRocte3@DP6>#F+xkdyfPEN{D}?3IAq@-;}_g26hI8>u@uQ((g^LC)ZE-(|%bM z;Uc}~L;lqo=NL=1WBuO*&V90mct$B6dj_2f1Pl^3cm2%SwP0x6E_i$R6*K7M9UPZp zpx>i@j^YEz^Vy-#EsoiHN%j*k5G0Z@J2@a?Y*1b8aVWaV}$9nB3?4);lmK$i&(T85606` zS^#Ts+SP|!{aqUZlD0aq5uk9tctDRgL)B#9Pyb#G~4j-OdYPEY8U0z(VE^=4MxQA% z#M5UPewIkiN&jphXNvf}FX?`AroePCM(p{0i1SQAd$LeH8=2wKA|PA0@oO7nKx#62 z5PI*H9YdM(DuM5na0F+^xW&dqsRS9s&v(?>k!k@N95%AmYH5;rLh=?K_qi3v_D7wP zmv@87O(kSV`N3d^?N`X+)WSrz#jZuaC2nyY-}dw4lVHe}O5PqAKot*iCAT_cm#Z{j zTNMVo`{c`mp`eZx-{vo7`Z5}OI(yAufAoX-il5F0P`FPHy}973Z&wzplc-lwn8&YQ zv-6)f{$^P59CH|L#{QXC{&3-oFYZ;RfswBbrEf{+!_^DJ+{)^1w9N~(RvbP0owrtA zcW3vZb3y%MTd%yI#7dp~)wP*}`B%ChTXNfjKR?#HL1e{0^ZcW44By^$p!4v(&poi~ z)6!Slr$_ydKW1K>&uo`j58BPk%$s#HH`dMES&!z2`ei6P?7B0E)n;(Om><+`)%*UbvoUKecJL0duvBZa;T48_~>l9Q$!>X80jJmUf+c^-H?m{KrD) F{{lgOXJ!BZ literal 0 HcmV?d00001 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 +/*SF_DATA;ver:1.30;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:1,x:33430,y:32397,varname:node_1,prsc:2|diff-7524-OUT,alpha-677-OUT,voffset-4711-OUT;n:type:ShaderForge.SFN_Distance,id:9544,x:31798,y:32501,varname:node_9544,prsc:2|A-1960-UVOUT,B-7815-OUT;n:type:ShaderForge.SFN_TexCoord,id:1960,x:31563,y:32410,varname:node_1960,prsc:2,uv:0;n:type:ShaderForge.SFN_Vector2,id:7815,x:31563,y:32587,varname:node_7815,prsc:2,v1:0.5,v2:0.5;n:type:ShaderForge.SFN_Add,id:7248,x:32013,y:32501,varname:node_7248,prsc:2|A-9544-OUT,B-8808-OUT;n:type:ShaderForge.SFN_Sin,id:5748,x:32366,y:32520,varname:node_5748,prsc:2|IN-6766-OUT;n:type:ShaderForge.SFN_RemapRange,id:8808,x:31776,y:32721,varname:node_8808,prsc:2,frmn:0,frmx:2,tomn:0,tomx:1|IN-9742-OUT;n:type:ShaderForge.SFN_Multiply,id:6766,x:32198,y:32520,varname:node_6766,prsc:2|A-7248-OUT,B-1783-OUT;n:type:ShaderForge.SFN_Slider,id:1783,x:31895,y:32812,ptovrint:False,ptlb:Ring_Amount,ptin:_Ring_Amount,varname:node_1783,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:19.17478,max:200;n:type:ShaderForge.SFN_Time,id:8294,x:31085,y:32629,varname:node_8294,prsc:2;n:type:ShaderForge.SFN_OneMinus,id:6695,x:31563,y:32739,varname:node_6695,prsc:2|IN-5972-OUT;n:type:ShaderForge.SFN_NormalVector,id:5768,x:32771,y:33002,prsc:2,pt:False;n:type:ShaderForge.SFN_Multiply,id:4711,x:33050,y:32857,varname:node_4711,prsc:2|A-118-OUT,B-5768-OUT;n:type:ShaderForge.SFN_Color,id:5556,x:32639,y:32012,ptovrint:False,ptlb:FoamColor,ptin:_FoamColor,varname:node_5556,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_Multiply,id:118,x:32652,y:32879,varname:node_118,prsc:2|A-5748-OUT,B-3985-OUT;n:type:ShaderForge.SFN_Slider,id:3985,x:32250,y:33044,ptovrint:False,ptlb:WaveHeight,ptin:_WaveHeight,varname:node_3985,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:5.549279,max:10;n:type:ShaderForge.SFN_Slider,id:9742,x:30915,y:32824,ptovrint:False,ptlb:Speed,ptin:_Speed,varname:node_9742,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:-1,max:1.5;n:type:ShaderForge.SFN_Clamp01,id:1198,x:32804,y:32376,varname:node_1198,prsc:2|IN-5748-OUT;n:type:ShaderForge.SFN_Multiply,id:677,x:33117,y:32477,varname:node_677,prsc:2|A-1198-OUT,B-2892-OUT,C-6357-OUT;n:type:ShaderForge.SFN_OneMinus,id:9994,x:32013,y:32251,varname:node_9994,prsc:2|IN-9544-OUT;n:type:ShaderForge.SFN_Round,id:2892,x:32210,y:32251,varname:node_2892,prsc:2|IN-9994-OUT;n:type:ShaderForge.SFN_Multiply,id:7524,x:33117,y:32314,varname:node_7524,prsc:2|A-5556-RGB,B-1198-OUT;n:type:ShaderForge.SFN_Multiply,id:5972,x:31340,y:32739,varname:node_5972,prsc:2|A-8294-T,B-9742-OUT;n:type:ShaderForge.SFN_Slider,id:6357,x:32597,y:32713,ptovrint:False,ptlb:Fade,ptin:_Fade,varname:node_6357,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;proporder:1783-5556-3985-9742-6357;pass:END;sub:END;*/ + +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 e23e4e137ee1168379cbc297ed5fb2324c8eb98e..91c855e39493eb2ca0dbe21843d5b8d36730d51b 100644 GIT binary patch delta 41 vcmcbjct??gfr05K1B1YwjT~Q?81HOmWM<~&VPs%nU;*Nw{N(J(ECLq*>NW~Y delta 32 ocmcbkctw$efr05K1B1YojT~Q?7_V$*Wd6@HS%8^iGLOIo0IYNhO#lD@