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Clean up

/release-2019.4-LTS
Andre McGrail 4 年前
当前提交
2d3b0e44
共有 56 个文件被更改,包括 3 次插入8519 次删除
  1. 2
      Assets/Data/UniversalRP/PipelineAsset_High.asset
  2. 2
      Assets/Data/UniversalRP/PipelineAsset_Low.asset
  3. 2
      Assets/Data/UniversalRP/PipelineAsset_Medium.asset
  4. 38
      Assets/Data/UniversalRP/SkyboxRenderer.asset
  5. 8
      Assets/Data/UniversalRP/SkyboxRenderer.asset.meta
  6. 58
      Assets/Shaders/UI/NewUnlitShader.shader
  7. 9
      Assets/Shaders/UI/NewUnlitShader.shader.meta
  8. 670
      Assets/Shaders/UI/UIPanelFade.shadergraph
  9. 10
      Assets/Shaders/UI/UIPanelFade.shadergraph.meta
  10. 339
      Assets/Shaders/UtilityGraphs/DebugShaderGraph.shadersubgraph
  11. 10
      Assets/Shaders/UtilityGraphs/DebugShaderGraph.shadersubgraph.meta
  12. 583
      Assets/Shaders/UtilityGraphs/CustomTerrain.ShaderGraph
  13. 10
      Assets/Shaders/UtilityGraphs/CustomTerrain.ShaderGraph.meta
  14. 648
      Assets/Shaders/UtilityGraphs/SplatMixer.ShaderSubGraph
  15. 10
      Assets/Shaders/UtilityGraphs/SplatMixer.ShaderSubGraph.meta
  16. 9
      Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl.meta
  17. 9
      Assets/Shaders/Vegetation/LWVegetationShader.shader.meta
  18. 9
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl.meta
  19. 9
      Assets/Shaders/Vegetation/Vegetation.hlsl.meta
  20. 34
      Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl
  21. 12
      Assets/Shaders/Vegetation/LODCrossfade.hlsl
  22. 9
      Assets/Shaders/Vegetation/LODCrossfade.hlsl.meta
  23. 310
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  24. 60
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
  25. 101
      Assets/Shaders/Vegetation/Vegetation.hlsl
  26. 16
      Assets/Shaders/HeightFog.hlsl
  27. 9
      Assets/Shaders/HeightFog.hlsl.meta
  28. 112
      Assets/Shaders/BasicAO.shader
  29. 9
      Assets/Shaders/BasicAO.shader.meta
  30. 8
      Assets/Shaders/Imposters.meta
  31. 895
      Assets/Textures/Water/WaterDepth.png
  32. 123
      Assets/Textures/Water/WaterDepth.png.meta
  33. 142
      Assets/Textures/LensDirt02.png.meta
  34. 8
      Assets/scenes/Testing/InfiniteWater.meta
  35. 1001
      Assets/scenes/Testing/InfiniteWater.unity
  36. 7
      Assets/scenes/Testing/InfiniteWater.unity.meta
  37. 8
      Assets/scenes/Testing/Imposters.meta
  38. 519
      Assets/scenes/Testing/Imposters.unity
  39. 7
      Assets/scenes/Testing/Imposters.unity.meta
  40. 37
      Assets/scenes/Testing/New Render Texture.renderTexture
  41. 8
      Assets/scenes/Testing/New Render Texture.renderTexture.meta
  42. 577
      Assets/scenes/_levels/level_Island/GlobalFX Profile.asset
  43. 1001
      Assets/scenes/_levels/level_Island/MainIsland.asset
  44. 390
      Assets/scenes/_levels/level_Island/NavMesh-NavMesh.asset
  45. 8
      Assets/scenes/_levels/level_Island/NavMesh-NavMesh.asset.meta
  46. 297
      Assets/scenes/_levels/level_Island/TempCam Profile.asset
  47. 8
      Assets/scenes/_levels/level_Island/TempCam Profile.asset.meta
  48. 8
      Assets/scenes/_levels/level_Island/GlobalFX Profile.asset.meta
  49. 8
      Assets/scenes/_levels/level_Island/MainIsland.asset.meta
  50. 347
      Assets/scenes/demo_Island/NavMesh-NavMesh.asset
  51. 8
      Assets/scenes/demo_Island/NavMesh-NavMesh.asset.meta

2
Assets/Data/UniversalRP/PipelineAsset_High.asset


m_RendererDataList:
- {fileID: 11400000, guid: fa301df1a78cf4a9ebe2a3139dc8be8f, type: 2}
- {fileID: 11400000, guid: da5d03fd77333493b9b9d22f90c457ef, type: 2}
- {fileID: 11400000, guid: 3e310f0e4ac49914e8b1598a478c362e, type: 2}
m_DefaultRendererIndex: 0
m_RequireDepthTexture: 1
m_RequireOpaqueTexture: 1

m_SupportsDynamicBatching: 0
m_MixedLightingSupported: 1
m_DebugLevel: 0
m_UseAdaptivePerformance: 1
m_ColorGradingMode: 0
m_ColorGradingLutSize: 32
m_ShadowType: 1

2
Assets/Data/UniversalRP/PipelineAsset_Low.asset


m_RendererDataList:
- {fileID: 11400000, guid: fa301df1a78cf4a9ebe2a3139dc8be8f, type: 2}
- {fileID: 11400000, guid: da5d03fd77333493b9b9d22f90c457ef, type: 2}
- {fileID: 11400000, guid: 3e310f0e4ac49914e8b1598a478c362e, type: 2}
m_DefaultRendererIndex: 0
m_RequireDepthTexture: 1
m_RequireOpaqueTexture: 1

m_SupportsDynamicBatching: 0
m_MixedLightingSupported: 1
m_DebugLevel: 0
m_UseAdaptivePerformance: 1
m_ColorGradingMode: 0
m_ColorGradingLutSize: 16
m_ShadowType: 1

2
Assets/Data/UniversalRP/PipelineAsset_Medium.asset


m_RendererDataList:
- {fileID: 11400000, guid: fa301df1a78cf4a9ebe2a3139dc8be8f, type: 2}
- {fileID: 11400000, guid: da5d03fd77333493b9b9d22f90c457ef, type: 2}
- {fileID: 11400000, guid: 3e310f0e4ac49914e8b1598a478c362e, type: 2}
m_DefaultRendererIndex: 0
m_RequireDepthTexture: 1
m_RequireOpaqueTexture: 1

m_SupportsDynamicBatching: 0
m_MixedLightingSupported: 1
m_DebugLevel: 0
m_UseAdaptivePerformance: 1
m_ColorGradingMode: 0
m_ColorGradingLutSize: 16
m_ShadowType: 1

38
Assets/Data/UniversalRP/SkyboxRenderer.asset


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8
Assets/Data/UniversalRP/SkyboxRenderer.asset.meta


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58
Assets/Shaders/UI/NewUnlitShader.shader


Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

9
Assets/Shaders/UI/NewUnlitShader.shader.meta


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670
Assets/Shaders/UI/UIPanelFade.shadergraph
文件差异内容过多而无法显示
查看文件

10
Assets/Shaders/UI/UIPanelFade.shadergraph.meta


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339
Assets/Shaders/UtilityGraphs/DebugShaderGraph.shadersubgraph


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Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl


#ifndef INPUT_SURFACE_VEGETATION_INCLUDED
#define INPUT_SURFACE_VEGETATION_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half _Cutoff;
half _Gloss;
half _BendStrength;
CBUFFER_END
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb;
//half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.metallic = 0;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
outSurfaceData.smoothness = _Gloss;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
outSurfaceData.occlusion = 1;
outSurfaceData.emission = 0;
}
#endif // INPUT_SURFACE_VEGETATION_INCLUDED

12
Assets/Shaders/Vegetation/LODCrossfade.hlsl


#ifndef CROSSFADE_INCLUDED
#define CROSSFADE_INCLUDED
void LODCrossfade_float(float3 fadeMaskSeed, out float Out)
{
LODDitheringTransition(fadeMaskSeed, unity_LODFade.x);
Out = 1;
}
#endif
//////////////////////////////////////////////////////////////////////////////////////////////////////

9
Assets/Shaders/Vegetation/LODCrossfade.hlsl.meta


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310
Assets/Shaders/Vegetation/LWVegetationShader.shader


Shader "BoatAttack/LWVegetationShader"
{
Properties
{
_BaseMap("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Gloss("Gloss", Range(0.0, 1.0)) = 0.5
[Toggle(_CORRECTNORMALS)] _CorrectNormals("Correct Normals", Float) = 1.0
[Toggle(_VERTEXANIMATION)] _VertexAnimation("Vertex Animation", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_BendStrength("Bend Strength", Range(0.00, 0.20)) = 0.05
}
SubShader
{
// Lightweight Pipeline tag is required. If Lightweight pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Lightweight Pipeline and Builtin Unity Pipeline
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Lightweight Pipeline
Tags{"LightMode" = "UniversalForward"}
ZWrite On
AlphaToMask On
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature _NORMALMAP
#pragma shader_feature _CORRECTNORMALS
#pragma shader_feature _VERTEXANIMATION
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// Including the following two function is enought for shading with Lightweight Pipeline. Everything is included in them.
// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe).
// It also includes matrix/space conversion functions and fog.
// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
//#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
// Not required but included here for simplicity. This defines all material related constants for the Standard surface shader like _Color, _MainTex, and so on.
// These are specific to this shader. You should define your own constants.
#include "InputSurfaceVegetation.hlsl"
#include "Vegetation.hlsl"
#pragma vertex VegetationVertex
#pragma fragment LitPassFragment
void InitializeInputData(VegetationVertexOutput IN, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = IN.posWS;
#ifdef _NORMALMAP
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w);
inputData.normalWS = normalize(TransformTangentToWorld(normalTS, half3x3(IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz)));
#else
half3 viewDir = IN.viewDir;
inputData.normalWS = TransformObjectToWorldNormal(IN.normal);
#endif
inputData.viewDirectionWS = viewDir;
#if defined(_MAIN_LIGHT_SHADOWS)
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
}
//vert
VegetationVertexOutput VegetationVertex(VegetationVertexInput input)
{
VegetationVertexOutput output = (VegetationVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.uv.xy = input.texcoord;
#if _VERTEXANIMATION
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
float4 objectOrigin = UNITY_MATRIX_M[1];
input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength);
//////////////////////////////////////////////////////////////////////////////////////////////////////
#endif
VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
VertexNormalInputs vertexTBN = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 vertexLight = VertexLighting(vertexPosition.positionWS, output.normal.xyz);
half fogFactor = ComputeFogFactor(vertexPosition.positionCS.z);
half3 viewDir = GetCameraPositionWS() - vertexPosition.positionWS;
output.clipPos = vertexPosition.positionCS;
#ifdef _NORMALMAP
output.normal = half4(vertexTBN.normalWS, viewDir.x);
output.tangent = half4(vertexTBN.tangentWS, viewDir.y);
output.bitangent = half4(vertexTBN.bitangentWS, viewDir.z);
#else
output.normal = vertexTBN.normalWS;
output.viewDir = viewDir;
#endif
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients
// are packed in lightmapUVOrVertexSH to save interpolator.
// The following funcions initialize
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normal.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(_MAIN_LIGHT_SHADOWS)
output.shadowCoord = GetShadowCoord(vertexPosition);
#endif
output.occlusion = input.color.a;
return output;
}
//frag
half4 LitPassFragment(VegetationVertexOutput IN, half facing : VFACE) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN.uv.xy, surfaceData);
surfaceData.occlusion = IN.occlusion;
InputData inputData;
InitializeInputData(IN, surfaceData.normalTS, inputData);
#if _CORRECTNORMALS
inputData.normalWS *= facing;
#endif
half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
#endif
//return half4(inputData.normalWS.xyz, 1);
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
AlphaToMask On
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature _VERTEXANIMATION
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVegetationVertex
#pragma fragment ShadowPassVegetationFragment
#include "InputSurfaceVegetation.hlsl"
#include "ShadowPassVegetation.hlsl"
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
AlphaToMask On
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature _VERTEXANIMATION
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#include "InputSurfaceVegetation.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Vegetation.hlsl"
VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput input)
{
VegetationVertexOutput output = (VegetationVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _VERTEXANIMATION
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
float4 objectOrigin = UNITY_MATRIX_M[1];
input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength);
#endif
VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
output.uv.xy = input.texcoord;
output.clipPos = vertexPosition.positionCS;
return output;
}
half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET
{
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
#endif
return 1;
}
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMeta
#define _METALLICSPECGLOSSMAP 1
#pragma shader_feature _SPECGLOSSMAP
#include "InputSurfaceVegetation.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

60
Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl


#ifndef SHADOW_PASS_VEGETATION_INCLUDED
#define SHADOW_PASS_VEGETATION_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Vegetation.hlsl"
float3 _LightDirection;
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
half3 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
};
VertexOutput ShadowPassVegetationVertex(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
#if _VERTEXANIMATION
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
float4 objectOrigin = UNITY_MATRIX_M[1];
input.positionOS.xyz = VegetationDeformation(input.positionOS.xyz, objectOrigin.xyz, input.normalOS.xyz, input.color.x, input.color.z, input.color.y, _BendStrength);
//////////////////////////////////////////////////////////////////////////////////////////////////////
#endif
output.uv = input.texcoord;
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
output.clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
output.clipPos.z = min(output.clipPos.z, output.clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
output.clipPos.z = max(output.clipPos.z, output.clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
return output;
}
half4 ShadowPassVegetationFragment(VertexOutput IN) : SV_TARGET
{
half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
return 1;
}
#endif // SHADOW_PASS_VEGETATION_INCLUDED

101
Assets/Shaders/Vegetation/Vegetation.hlsl


#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
//#define UNITY_USE_SHCOEFFS_ARRAYS 1
struct VegetationVertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VegetationVertexOutput
{
float3 uv : TEXCOORD0;//z holds vert AO
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float3 posWS : TEXCOORD2;
#ifdef _NORMALMAP
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 bitangent : TEXCOORD5; // xyz: binormal, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _MAIN_LIGHT_SHADOWS
float4 shadowCoord : TEXCOORD7;
#endif
float4 clipPos : SV_POSITION;
half occlusion : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(half4, _Position)
UNITY_INSTANCING_BUFFER_END(Props)
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
half4 SmoothCurve( half4 x ) {
return x * x * ( 3.0 - 2.0 * x );
}
half4 TriangleWave( half4 x ) {
return abs( frac( x + 0.5) * 2.0 - 1.0 );
}
half4 SmoothTriangleWave( half4 x ) {
return SmoothCurve( TriangleWave( x ) );
}
float3 VegetationDeformation(float3 position, float3 origin, float3 normal, half leafStiffness, half branchStiffness, half phaseOffset, float bendStrength)
{
///////Main Bending
float fBendScale = bendStrength;//main bend opacity
float fLength = length(position);//distance to origin
float2 vWind = float2(sin(_Time.y + origin.x + origin.y) * 0.1, sin(_Time.y + origin.z) * 0.1);//wind direction
// Bend factor - Wind variation is done on the CPU.
float fBF = position.y * fBendScale;
// Smooth bending factor and increase its nearby height limit.
fBF += 1.0;
fBF *= fBF;
fBF = fBF * fBF - fBF;
// Displace position
float3 vNewPos = position;
vNewPos.xz += vWind.xy * fBF;
// Rescale
position = normalize(vNewPos.xyz) * fLength;
////////Detail blending
float fSpeed = 0.5;//leaf occil
float fDetailFreq = 0.5;//detail leaf occil
float fEdgeAtten = leafStiffness;//leaf stiffness(red)
float fDetailAmp = 0.05;//leaf edge amplitude of movement
float fDetailPhase = phaseOffset * 1.2;// detail phase(red)
float fBranchAtten = 1 - branchStiffness;//branch stiffness(blue)
float fBranchAmp = 0.35;//branch amplitude of movement
float fBranchPhase = phaseOffset * 3.3;// leaf phase(green)
// Phases (object, vertex, branch)
float fObjPhase = dot(origin, 1);
fBranchPhase += fObjPhase;
float fVtxPhase = dot(position, fDetailPhase + fBranchPhase);
// x is used for edges; y is used for branches
float2 vWavesIn = _Time.y + float2(fVtxPhase, fBranchPhase );
// 1.975, 0.793, 0.375, 0.193 are good frequencies
float4 vWaves = (( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0 ) * fSpeed * fDetailFreq;
vWaves = SmoothTriangleWave( vWaves );
float2 vWavesSum = vWaves.xz + vWaves.yw;
// Edge (xz) and branch bending (y)
return position + vWavesSum.xyx * float3(fEdgeAtten * fDetailAmp * normal.x, fBranchAtten * fBranchAmp, fEdgeAtten * fDetailAmp * normal.z);
}
//////////////////////////////////////////////////////////////////////////////////////////////////////

16
Assets/Shaders/HeightFog.hlsl


half ComputeGlobalFogFactor(float3 wPos)
{
half cHeightFalloff = 0.02;
half cVolFogHeightDensityAtViewer = exp( -cHeightFalloff * cViewPos.z );
half3 cameraToWorldPos = GetCameraPositionWS() - wPos;
half fogInt = length( cameraToWorldPos ) * cVolFogHeightDensityAtViewer;
const float cSlopeThreshold = 0.01;
if( abs( cameraToWorldPos.z ) > cSlopeThreshold )
{
float t = cHeightFalloff * cameraToWorldPos.z;
fogInt *= ( 1.0 - exp( -t ) ) / t;
}
return exp( -unity_FogParams.x * fogInt );
}

9
Assets/Shaders/HeightFog.hlsl.meta


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112
Assets/Shaders/BasicAO.shader


Shader "Hidden/Post/BasicAO"
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_NoiseTex); SAMPLER(sampler_NoiseTex);
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
float _Blend;
float _Intensity;
float3 normal_from_depth(float depth, float2 texcoords)
{
const float2 offset1 = float2(0.0,0.001);
const float2 offset2 = float2(0.001,0.0);
float depth1 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, texcoords + offset1).r);
float depth2 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, texcoords + offset2).r);
float3 p1 = float3(offset1, depth1 - depth);
float3 p2 = float3(offset2, depth2 - depth);
float3 normal = cross(p1, p2);
normal.z = -normal.z;
return normalize(normal);
}
float4 Frag(VaryingsDefault i) : SV_Target
{
float side = round(1-i.texcoord.x);
//
// float3 d1 = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord).rrr) * (1 - side);
// float3 d2 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord).rrr) * side;
// d2 /= 10000;
//
// d1.x = frac(d1.x);
// d1.z = frac(d1.z * 10);
// d2.x = frac(d2.x);
// d2.z = frac(d2.z * 10);
//
// return float4(d1 + d2, 1);
/*float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float luminance = dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750));
color.rgb = lerp(color.rgb, luminance.xxx, _Blend.xxx);
return color;*/
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord) * (1 - side);
const float base = 0.1;
const float area = 50;
const float falloff = 0.5;
const float radius = 2;
const int samples = 16;
float3 sample_sphere[samples] = {
float3( 0.5381, 0.1856,-0.4319), float3( 0.1379, 0.2486, 0.4430),
float3( 0.3371, 0.5679,-0.0057), float3(-0.6999,-0.0451,-0.0019),
float3( 0.0689,-0.1598,-0.8547), float3( 0.0560, 0.0069,-0.1843),
float3(-0.0146, 0.1402, 0.0762), float3( 0.0100,-0.1924,-0.0344),
float3(-0.3577,-0.5301,-0.4358), float3(-0.3169, 0.1063, 0.0158),
float3( 0.0103,-0.5869, 0.0046), float3(-0.0897,-0.4940, 0.3287),
float3( 0.7119,-0.0154,-0.0918), float3(-0.0533, 0.0596,-0.5411),
float3( 0.0352,-0.0631, 0.5460), float3(-0.4776, 0.2847,-0.0271)
};
float3 random = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, i.texcoord * 6.0).rgb;
float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord).r);
float3 position = float3(i.texcoord, depth);
float3 normal = normal_from_depth(depth, i.texcoord);
float radius_depth = radius/depth;
float occlusion = 0.0;
for(int i=0; i < samples; i++) {
float3 ray = radius_depth * reflect(sample_sphere[i], random);
float3 hemi_ray = position + sign(dot(ray,normal)) * ray;
float occ_depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, saturate(hemi_ray.xy)).r);
float difference = depth - occ_depth;
occlusion += step(falloff, difference) * (1.0-smoothstep(falloff, area, difference));
}
float ao = 1.0 - _Intensity * occlusion * (1.0 / samples);
return saturate(ao + base) * (color + side);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}

9
Assets/Shaders/BasicAO.shader.meta


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8
Assets/Shaders/Imposters.meta


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895
Assets/Textures/Water/WaterDepth.png
文件差异内容过多而无法显示
查看文件

123
Assets/Textures/Water/WaterDepth.png.meta


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1001
Assets/scenes/_levels/level_Island/MainIsland.asset
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390
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Assets/scenes/demo_Island/NavMesh-NavMesh.asset.meta


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