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a/IronToad_UnityProject/Assets/water/Misc_StylizedWater_Normal.tga b/IronToad_UnityProject/Assets/water/Misc_StylizedWater_Normal.tga new file mode 100644 index 0000000..aa1ba97 Binary files /dev/null and b/IronToad_UnityProject/Assets/water/Misc_StylizedWater_Normal.tga differ diff --git a/IronToad_UnityProject/Assets/water/Misc_StylizedWater_Normal.tga.meta b/IronToad_UnityProject/Assets/water/Misc_StylizedWater_Normal.tga.meta new file mode 100644 index 0000000..6294106 --- /dev/null +++ b/IronToad_UnityProject/Assets/water/Misc_StylizedWater_Normal.tga.meta @@ -0,0 +1,68 @@ +fileFormatVersion: 2 +guid: e1110e8b284166c4090af21bb5bc02fe +timeCreated: 1484971268 +licenseType: Free +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 4 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/water/Water.mat b/IronToad_UnityProject/Assets/water/Water.mat new file mode 100644 index 0000000..8b57725 Binary files /dev/null and b/IronToad_UnityProject/Assets/water/Water.mat differ diff --git a/IronToad_UnityProject/Assets/water/Water.mat.meta b/IronToad_UnityProject/Assets/water/Water.mat.meta new file mode 100644 index 0000000..51f8136 --- /dev/null +++ b/IronToad_UnityProject/Assets/water/Water.mat.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 4a36ae71b48f14d6fb2eae31da682a32 +NativeFormatImporter: + userData: diff --git a/IronToad_UnityProject/Assets/water/WaterShader.shader b/IronToad_UnityProject/Assets/water/WaterShader.shader new file mode 100644 index 0000000..1ca11f5 --- /dev/null +++ b/IronToad_UnityProject/Assets/water/WaterShader.shader @@ -0,0 +1,543 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' + +// 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+ +Shader "LightHouse/WaterShader" { + Properties { + _Diffuse ("Diffuse", 2D) = "black" {} + _Normals ("Normals", 2D) = "black" {} + _GlowColor ("Glow Color", Color) = (1,1,1,1) + _BulgeScale ("Bulge Scale", Float ) = 1.1 + _BulgeShape ("Bulge Shape", Float ) = 1.8 + _Perlin ("Perlin", 2D) = "bump" {} + _Perlin_copy ("Perlin_copy", 2D) = "white" {} + _ShoreBlend ("ShoreBlend", Range(0, 100)) = 0 + _Shore ("Shore", Color) = (1,0,0,1) + _Opacity ("Opacity", Range(0, 1)) = 0.3994928 + _Color ("Color", Color) = (0.07352942,0.9233267,1,1) + [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 + #pragma glsl + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform float _BulgeScale; + uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; + uniform float4 _GlowColor; + uniform sampler2D _Normals; uniform float4 _Normals_ST; + uniform float _BulgeShape; + uniform sampler2D _Perlin; uniform float4 _Perlin_ST; + uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; + uniform float _ShoreBlend; + uniform float4 _Shore; + uniform float _Opacity; + uniform float4 _Color; + 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; + float4 projPos : TEXCOORD7; + UNITY_FOG_COORDS(8) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD9; + #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); + 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; + float2 node_882 = (o.uv0*objScale.rb); + float2 node_23 = (node_882+node_3480.g*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)); + 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 + v.vertex.xyz += (node_133*_BulgeScale*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); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + return o; + } + float4 frag(VertexOutput i) : COLOR { + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + 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; + float2 node_882 = (i.uv0*objScale.rb); + float2 node_23 = (node_882+node_3480.g*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)); + 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 + 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 ); + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = 1; + float3 attenColor = attenuation * _LightColor0.xyz; +///////// Gloss: + float gloss = 0.5; + float specPow = exp2( gloss * 10.0+1.0); +/////// 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 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133); + float3 specularColor = (1.0 - node_149); + float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 specular = directSpecular; +/////// Diffuse: + NdotL = dot( normalDirection, lightDirection ); + float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping + float3 NdotLWrap = NdotL * ( 1.0 - w ); + float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); + float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133); + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = (forwardLight+backLight) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend)); + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,_Opacity); + 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 + #pragma glsl + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform float _BulgeScale; + uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; + uniform float4 _GlowColor; + uniform sampler2D _Normals; uniform float4 _Normals_ST; + uniform float _BulgeShape; + uniform sampler2D _Perlin; uniform float4 _Perlin_ST; + uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; + uniform float _ShoreBlend; + uniform float4 _Shore; + uniform float _Opacity; + uniform float4 _Color; + 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; + float4 projPos : TEXCOORD7; + LIGHTING_COORDS(8,9) + UNITY_FOG_COORDS(10) + }; + 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); + 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; + float2 node_882 = (o.uv0*objScale.rb); + float2 node_23 = (node_882+node_175.g*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)); + 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 + v.vertex.xyz += (node_133*_BulgeScale*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); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + 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; + float2 node_882 = (i.uv0*objScale.rb); + float2 node_23 = (node_882+node_175.g*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)); + 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 + 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); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; +///////// Gloss: + float gloss = 0.5; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133); + float3 specularColor = (1.0 - node_149); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 specular = directSpecular; +/////// Diffuse: + NdotL = dot( normalDirection, lightDirection ); + float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping + float3 NdotLWrap = NdotL * ( 1.0 - w ); + float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); + float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133); + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = (forwardLight+backLight) * attenColor; + float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend)); + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * _Opacity,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 + #pragma glsl + uniform float4 _TimeEditor; + uniform float _BulgeScale; + uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; + uniform float _BulgeShape; + uniform sampler2D _Perlin; uniform float4 _Perlin_ST; + uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; + 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); + 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; + float2 node_882 = (o.uv0*objScale.rb); + float2 node_23 = (node_882+node_8823.g*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)); + 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 + v.vertex.xyz += (node_133*_BulgeScale*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 { + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + 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 + #pragma glsl + uniform sampler2D _CameraDepthTexture; + uniform float4 _TimeEditor; + uniform float _BulgeScale; + uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; + uniform float4 _GlowColor; + uniform float _BulgeShape; + uniform sampler2D _Perlin; uniform float4 _Perlin_ST; + uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST; + uniform float _ShoreBlend; + uniform float4 _Shore; + uniform float4 _Color; + 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; + float4 projPos : 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); + 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; + float2 node_882 = (o.uv0*objScale.rb); + float2 node_23 = (node_882+node_4394.g*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)); + 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 + 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 ); + o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); + float3 objScale = 1.0/recipObjScale; + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); + float partZ = max(0,i.projPos.z - _ProjectionParams.g); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 node_4394 = _Time + _TimeEditor; + float2 node_882 = (i.uv0*objScale.rb); + float2 node_23 = (node_882+node_4394.g*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)); + 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 + 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); + o.Albedo = diffColor + specColor * 0.125; // No gloss connected. Assume it's 0.5 + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/IronToad_UnityProject/Assets/water/WaterShader.shader.meta b/IronToad_UnityProject/Assets/water/WaterShader.shader.meta new file mode 100644 index 0000000..dee7d00 --- /dev/null +++ b/IronToad_UnityProject/Assets/water/WaterShader.shader.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6dedef75fd0484cdf8557f522ceaa8bf +timeCreated: 1484979057 +licenseType: Free +ShaderImporter: + defaultTextures: + - _Diffuse: {fileID: 2800000, guid: 4620d1bc99cb5fd498e646d94b9ee22f, type: 3} + - _Normals: {fileID: 2800000, guid: e1110e8b284166c4090af21bb5bc02fe, type: 3} + - _Perlin: {fileID: 2800000, guid: 28c7aad1372ff114b90d330f8a2dd938, type: 3} + - _Perlin_copy: {fileID: 2800000, guid: 28c7aad1372ff114b90d330f8a2dd938, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/water/sf_noise_clouds_01.png b/IronToad_UnityProject/Assets/water/sf_noise_clouds_01.png new file mode 100644 index 0000000..9eca152 Binary files /dev/null and b/IronToad_UnityProject/Assets/water/sf_noise_clouds_01.png differ diff --git a/IronToad_UnityProject/Assets/water/sf_noise_clouds_01.png.meta b/IronToad_UnityProject/Assets/water/sf_noise_clouds_01.png.meta new file mode 100644 index 0000000..e8d2d32 --- /dev/null +++ b/IronToad_UnityProject/Assets/water/sf_noise_clouds_01.png.meta @@ -0,0 +1,45 @@ +fileFormatVersion: 2 +guid: 28c7aad1372ff114b90d330f8a2dd938 +TextureImporter: + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 1024 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: