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Merge branch 'merge-branch' into dots-physics

/dots-physics
Mike Geig 5 年前
当前提交
5f1126f8
共有 3560 个文件被更改,包括 18481 次插入1727 次删除
  1. 5
      Assets/Data/WaterSettingsData.asset
  2. 374
      Assets/Objects/Levels/Island/Environment Objects.prefab
  3. 220
      Assets/Objects/Levels/Island/Island Level.prefab
  4. 333
      Assets/Objects/Levels/Island/Logic.prefab
  5. 2
      Assets/Objects/Levels/Island/NavMesh-NavMesh.asset
  6. 5
      Assets/Objects/boats/Prefabs/_Boat.prefab
  7. 1
      Assets/Objects/environment/Trees/Materials/Trees_billboards.mat
  8. 12
      Assets/Scripts/Boat/AIcontroller.cs
  9. 10
      Assets/Scripts/Boat/BoatController.cs
  10. 95
      Assets/Scripts/Boat/Engine.cs
  11. 4
      Assets/Scripts/GameSystem/InputControls.cs
  12. 19
      Assets/Scripts/GameSystem/RaceManager.cs
  13. 6
      Assets/Scripts/GameSystem/WaypointGroup.cs
  14. 31
      Assets/Scripts/System/MiniProfiler.cs
  15. 8
      Assets/Unity Physics Items/AIController_DOTS.cs
  16. 30
      Assets/Unity Physics Items/BuoyantObject_DOTS.cs
  17. 929
      Assets/Unity Physics Items/Physics Scene.unity
  18. 16
      Assets/Unity Physics Items/Prefabs/AIBoatEntity Variant.prefab
  19. 18
      Assets/Unity Physics Items/Systems/ApplyBuoyancyForceSystem.cs
  20. 2
      Assets/Unity Physics Items/Systems/DriveSystem.cs
  21. 4
      Assets/Unity Physics Items/Systems/InputSystem.cs
  22. 961
      Assets/scenes/Island.unity
  23. 6
      Assets/scenes/Island/GlobalFX Profile.asset
  24. 10
      Packages/com.verasl.water-system/Caustics.mat
  25. 2
      Packages/com.verasl.water-system/Scripts/BuoyantObject.cs
  26. 27
      Packages/com.verasl.water-system/Scripts/Data/WaterResources.asset
  27. 4
      Packages/com.verasl.water-system/Scripts/Data/WaterResources.cs
  28. 2
      Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs
  29. 34
      Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs
  30. 185
      Packages/com.verasl.water-system/SeaVisual.prefab
  31. 3
      Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl
  32. 9
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  33. 63
      Packages/com.verasl.water-system/Textures/WaterSurface_atlas.tif.meta
  34. 985
      Packages/com.verasl.water-system/Textures/WaterSurface_single.tif
  35. 11
      Packages/manifest.json
  36. 2
      ProjectSettings/EditorBuildSettings.asset
  37. 8
      ProjectSettings/ProjectSettings.asset
  38. 4
      ProjectSettings/QualitySettings.asset
  39. 8
      Assets/Data/UniversalRP.meta
  40. 79
      Assets/Objects/environment/Cliffs/Env_DistantCards.fbx
  41. 100
      Assets/Objects/environment/Cliffs/Env_DistantCards.fbx.meta
  42. 1001
      Assets/Objects/environment/Cliffs/Maps/BGcards_Albedo.png
  43. 103
      Assets/Objects/environment/Cliffs/Maps/BGcards_Albedo.png.meta
  44. 1001
      Assets/Objects/environment/Cliffs/Maps/BGcards_Normal.png
  45. 103
      Assets/Objects/environment/Cliffs/Maps/BGcards_Normal.png.meta
  46. 90
      Assets/Objects/environment/Cliffs/Materials/Env_DistantCards_MAT.mat
  47. 8
      Assets/Objects/environment/Cliffs/Materials/Env_DistantCards_MAT.mat.meta
  48. 1001
      Assets/Objects/environment/Trees/Maps/GrassClump_Albedo.png
  49. 103
      Assets/Objects/environment/Trees/Maps/GrassClump_Albedo.png.meta
  50. 1001
      Assets/Objects/environment/Trees/Maps/GrassClump_Normal.png
  51. 103
      Assets/Objects/environment/Trees/Maps/GrassClump_Normal.png.meta
  52. 103
      Assets/Objects/environment/Trees/Maps/TreesC_Albedo.png.meta
  53. 103
      Assets/Objects/environment/Trees/Maps/TreesC_Normal.png.meta
  54. 103
      Assets/Objects/environment/Trees/Maps/bush_v01_Billboard_Color.png.meta
  55. 1001
      Assets/Objects/environment/Trees/Maps/bush_v01_Billboard_Normal.png
  56. 103
      Assets/Objects/environment/Trees/Maps/bush_v01_Billboard_Normal.png.meta
  57. 1001
      Assets/Objects/environment/Trees/Maps/small_tree_v01_Billboard_Color.png
  58. 103
      Assets/Objects/environment/Trees/Maps/small_tree_v01_Billboard_Color.png.meta
  59. 1001
      Assets/Objects/environment/Trees/Maps/small_tree_v01_Billboard_Normal.png
  60. 103
      Assets/Objects/environment/Trees/Maps/small_tree_v01_Billboard_Normal.png.meta
  61. 1001
      Assets/Objects/environment/Trees/Maps/small_tree_v02_Billboard_Color.png
  62. 103
      Assets/Objects/environment/Trees/Maps/small_tree_v02_Billboard_Color.png.meta
  63. 1001
      Assets/Objects/environment/Trees/Maps/small_tree_v02_Billboard_Normal.png
  64. 103
      Assets/Objects/environment/Trees/Maps/small_tree_v02_Billboard_Normal.png.meta
  65. 80
      Assets/Objects/environment/Trees/Materials/BushA_Bilboard_MAT.mat
  66. 8
      Assets/Objects/environment/Trees/Materials/BushA_Bilboard_MAT.mat.meta
  67. 80
      Assets/Objects/environment/Trees/Materials/GrassClump_MAT.mat
  68. 8
      Assets/Objects/environment/Trees/Materials/GrassClump_MAT.mat.meta
  69. 93
      Assets/Objects/environment/Trees/Materials/SmallTreeA_bilboard_MAT.mat
  70. 8
      Assets/Objects/environment/Trees/Materials/SmallTreeA_bilboard_MAT.mat.meta
  71. 93
      Assets/Objects/environment/Trees/Materials/SmallTreeB_bilboard_MAT.mat
  72. 8
      Assets/Objects/environment/Trees/Materials/SmallTreeB_bilboard_MAT.mat.meta
  73. 91
      Assets/Objects/environment/Trees/Materials/TreesC_MAT.mat
  74. 8
      Assets/Objects/environment/Trees/Materials/TreesC_MAT.mat.meta
  75. 1001
      Assets/Objects/environment/Trees/bush_A.fbx
  76. 109
      Assets/Objects/environment/Trees/bush_A.fbx.meta
  77. 62
      Assets/Objects/environment/Trees/grass_clump.fbx
  78. 100
      Assets/Objects/environment/Trees/grass_clump.fbx.meta
  79. 1001
      Assets/Objects/environment/Trees/small_tree_A.fbx
  80. 109
      Assets/Objects/environment/Trees/small_tree_A.fbx.meta
  81. 1001
      Assets/Objects/environment/Trees/small_tree_B.fbx
  82. 109
      Assets/Objects/environment/Trees/small_tree_B.fbx.meta
  83. 36
      Assets/Scripts/Utility/DebugScript.cs
  84. 11
      Assets/Scripts/Utility/DebugScript.cs.meta
  85. 1001
      Assets/Unity Physics Items/Junk.unity
  86. 7
      Assets/Unity Physics Items/Junk.unity.meta
  87. 8
      Assets/scenes/Island/OcclusionCullingData.asset.meta
  88. 102
      Packages/com.verasl.water-system/Shaders/Caustics.shader
  89. 9
      Packages/com.verasl.water-system/Shaders/Caustics.shader.meta
  90. 52
      Assets/Data/UniversalRP/PipelineAsset.asset
  91. 35
      Assets/Data/UniversalRP/PlanarReflectionRenderer.asset
  92. 8
      Assets/Data/UniversalRP/PlanarReflectionRenderer.asset.meta

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374
Assets/Objects/Levels/Island/Environment Objects.prefab
文件差异内容过多而无法显示
查看文件

220
Assets/Objects/Levels/Island/Island Level.prefab


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2
Assets/Objects/Levels/Island/NavMesh-NavMesh.asset


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5
Assets/Objects/boats/Prefabs/_Boat.prefab


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1
Assets/Objects/environment/Trees/Materials/Trees_billboards.mat


m_Offset: {x: 0, y: 0}
m_Floats:
- BOOLEAN_D0D03BFD: 1
- Boolean_F799EE7C: 0
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12
Assets/Scripts/Boat/AIcontroller.cs


void Start ()
{
float delay = WaypointGroup.raceDelay;
engine = GetComponent<Engine>();
engine = GetComponent<Engine>(); // get the engine script
Invoke("GetNearestWP", delay);
}

void GetNearestWP()
{
WaypointGroup.Waypoint wp = WaypointGroup.Instance.GetClosestWaypoint(transform.position);
WaypointGroup.Waypoint wp = WaypointGroup.instance.GetClosestWaypoint(transform.position);
AssignWP(WaypointGroup.Instance.GetNextWaypoint(wp));
AssignWP(WaypointGroup.instance.GetNextWaypoint(wp));
//else
//AssignWP(WaypointGroup.Instance.GetClosestWaypoint(transform.position));
}

AssignWP(WaypointGroup.Instance.GetWaypoint(curWP));
AssignWP(WaypointGroup.instance.GetWaypoint(curWP));
}
void AssignWP(WaypointGroup.Waypoint wp)

curWP++;
if (curWP >= WaypointGroup.Instance.WPs.Count)
if (curWP >= WaypointGroup.instance.WPs.Count)
curWP = 0;
CalculatePath();
}

if (foundPath)
{
Gizmos.DrawLine(transform.position + (Vector3.up * 0.1f),
WaypointGroup.Instance.GetWaypoint(curWP).point);
WaypointGroup.instance.GetWaypoint(curWP).point);
Gizmos.DrawSphere(curWPPos, 1);
c = Color.red;

10
Assets/Scripts/Boat/BoatController.cs


Colourize(); // Update the colour material property block
}
// Use this for initialization
void Awake()
void Awake()
{
Colourize();
}
// Use this for initialization
void Start()
Colourize();
if (Human)
{
gameObject.AddComponent<HumanController>(); // Adds a human controller if human

95
Assets/Scripts/Boat/Engine.cs


namespace BoatAttack.Boat
{
public class Engine : MonoBehaviour//, IConvertGameObjectToEntity
{
private Rigidbody RB; // The rigid body attatched to the boat
public Vector3 vel; // Boats velocity
public class Engine : MonoBehaviour
{
public Rigidbody RB; // The rigid body attatched to the boat
public Vector3 vel; // Boats velocity
public AudioSource engineSound; // Engine sound clip
public AudioSource waterSound; // Water sound clip
public AudioSource engineSound; // Engine sound clip
public AudioSource waterSound; // Water sound clip
//engine stats
public float torque = 5f;
public float horsePower = 15f;
private float3[] point = new float3[1]; // engine submerged check
private float3[] heights = new float3[1]; // engine submerged check
private int _guid;
private float yHeight;
//engine stats
public float torque = 5f;
public float horsePower = 15f;
private float3[] point = new float3[1]; // engine submerged check
private float3[] heights = new float3[1]; // engine submerged check
private int _guid;
private float yHeight;
public Vector3 enginePosition;
private Vector3 engineDir;
public Vector3 enginePosition;
private Vector3 engineDir;
void Awake()
void Awake()
RB = gameObject.GetComponent<Rigidbody>(); // get the RB
RB = gameObject.GetComponent<Rigidbody>();
waterSound.time = UnityEngine.Random.Range(0f, waterSound.clip.length); // randomly start the water sound
waterSound.time = UnityEngine.Random.Range(0f, waterSound.clip.length); // randomly start the water sound
_guid = this.GetInstanceID(); // Get the engines GUID for the buoyancy system
}
_guid = this.GetInstanceID(); // Get the engines GUID for the buoyancy system
}
vel = RB.velocity; // store the velocity
float velMag = vel.sqrMagnitude; // get the sqr mag
engineSound.pitch = Mathf.Max(velMag * 0.01f, 0.3f); // use some magice numbers to control the pitch of the engine sound
vel = RB.velocity; // store the velocity
float velMag = vel.sqrMagnitude; // get the sqr mag
engineSound.pitch = Mathf.Max(velMag * 0.01f, 0.3f); // use some magice numbers to control the pitch of the engine sound
// Get the water level from the engines position and store it
point[0] = transform.TransformPoint(enginePosition);
GerstnerWavesJobs.UpdateSamplePoints(point, _guid, false);
GerstnerWavesJobs.GetData(_guid, ref heights);
yHeight = heights[0].y - point[0].y;
}
// Get the water level from the engines position and store it
point[0] = transform.TransformPoint(enginePosition);
GerstnerWavesJobs.UpdateSamplePoints(point, _guid, false);
GerstnerWavesJobs.GetData(_guid, ref heights);
yHeight = heights[0].y - point[0].y;
}
/// <summary>
/// Controls the acceleration of the boat

{
if (yHeight > -0.1f) // if the engine is deeper than 0.1
{
modifier = Mathf.Clamp(modifier, 0f, 1f); // clamp for reasonable values
Vector3 forward = transform.forward;
forward.y = 0f;
forward.Normalize();
RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower
RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
}
}
if (yHeight > -0.1f) // if the engine is deeper than 0.1
{
modifier = Mathf.Clamp(modifier, 0f, 1f); // clamp for reasonable values
Vector3 forward = transform.forward;
forward.y = 0f;
forward.Normalize();
RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower
RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
}
}
/// <summary>
/// Controls the turning of the boat

{
if (yHeight > -0.1f) // if the engine is deeper than 0.1
{
modifier = Mathf.Clamp(modifier, -1f, 1f); // clamp for reasonable values
RB.AddRelativeTorque(new Vector3(0f, torque, -torque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
}
}
if (yHeight > -0.1f) // if the engine is deeper than 0.1
{
modifier = Mathf.Clamp(modifier, -1f, 1f); // clamp for reasonable values
RB.AddRelativeTorque(new Vector3(0f, torque, -torque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
}
}
// Draw some helper gizmos
void OnDrawGizmosSelected()

//Set up driving data
bool isHuman = GetComponent<BoatController>().Human;
if(!isHuman)
if (!isHuman)
var data = new DrivingData {
var data = new DrivingData
{
isHuman = isHuman,
torque = torque,
horsePower = horsePower,

4
Assets/Scripts/GameSystem/InputControls.cs


// GENERATED AUTOMATICALLY FROM 'Assets/Data/New Controls.inputactions'
// GENERATED AUTOMATICALLY FROM 'Assets/Data/InputControls.inputactions'
using System.Collections;
using System.Collections.Generic;

public InputControls()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""New Controls"",
""name"": ""InputControls"",
""maps"": [
{
""name"": ""BoatControls"",

19
Assets/Scripts/GameSystem/RaceManager.cs


public bool reversed;
}
public Race raceData;
public bool useDOTS;
private void OnEnable()
public Race raceData;
private void Start()
WaypointGroup.Instance.reverse = raceData.reversed;
WaypointGroup.Instance.Setup();
WaypointGroup.instance.reverse = raceData.reversed;
WaypointGroup.instance.Setup();
CreateBoats();
}

foreach (var boat in raceData.boats)
{
var matrix = WaypointGroup.Instance.startingPositons[i];
GameObject boatObject = Instantiate(boat.Human ? humanBoat : aiBoat, matrix.GetColumn(3), Quaternion.LookRotation(matrix.GetColumn(2))) as GameObject;
var matrix = WaypointGroup.instance.startingPositons[i];
var prefab = useDOTS ? (boat.Human ? humanBoat : aiBoat) : boat.boatPrefab;
GameObject boatObject = Instantiate(prefab, matrix.GetColumn(3), Quaternion.LookRotation(matrix.GetColumn(2))) as GameObject;
boatController.Human = boat.Human;
boatController.cam.gameObject.layer = LayerMask.NameToLayer("Player" + (i + 1));
i++;
}

6
Assets/Scripts/GameSystem/WaypointGroup.cs


[Serializable]
public class WaypointGroup : MonoBehaviour
{
public static WaypointGroup Instance = null;
static WaypointGroup Instance = null;
public static float raceDelay = 4f;
public int WaypointGroupID = 0;

[SerializeField] public List<Waypoint> WPs = new List<Waypoint>();
private int curWpID;
public static WaypointGroup instance => Instance;
// Use this for initialization
void Awake()

public Matrix4x4[] GetStartPositions()
{
var position = WPs[0].point;
var position = WPs[0].point + Vector3.up;
var rotation = WPs[0].rotation;
if(reverse)
rotation *= Quaternion.AngleAxis(180f, Vector3.up);

31
Assets/Scripts/System/MiniProfiler.cs


private string m_statsLabel;
private GUIStyle m_style;
private float[] m_frameTimes = new float[5000];
private int m_totalFrames = 0;
private float m_minFrameTime = 1000f;
private float m_maxFrameTime = 0f;
internal class RecorderEntry
{
public string name;

m_AccDeltaTime += Time.unscaledDeltaTime;
m_frameCount++;
m_frameTimes[(int) Mathf.Repeat(m_totalFrames, 5000)] = Time.unscaledDeltaTime;
int frameFactor = Mathf.Clamp(m_totalFrames, 0, 5000);
float m_averageFrameTime = 0f;
for (int i = 0; i < frameFactor; i++)
{
m_averageFrameTime += m_frameTimes[i];
}
if (m_frameCount > 10)
{
m_minFrameTime = Time.unscaledDeltaTime < m_minFrameTime ? Time.unscaledDeltaTime : m_minFrameTime;
m_maxFrameTime = Time.unscaledDeltaTime > m_maxFrameTime ? Time.unscaledDeltaTime : m_maxFrameTime;
}
// get timing & update average accumulators
for (int i = 0; i < recordersList.Length; i++)
{

m_statsLabel += $" Draws:{avgDraw:F2}ms\n";
m_statsLabel += $" PostProcessing:{avgPost:F2}ms\n";
m_statsLabel += $"Total: {(m_AccDeltaTime * 1000.0f * ooFrameCount):F2}ms ({(int)(((float)m_frameCount) / m_AccDeltaTime)} FPS)\n";
float frameMulti = 1f / frameFactor;
m_statsLabel += $"Average:{(m_averageFrameTime * 1000f * frameMulti):F2}ms\n";
m_statsLabel += $"Minimum:{m_minFrameTime * 1000f:F2}ms\n";
m_statsLabel += $"Maximum:{m_maxFrameTime * 1000f:F2}ms\n";
m_totalFrames++;
}
void OnGUI()

8
Assets/Unity Physics Items/AIController_DOTS.cs


if (data.pathPoint == null)
{
WaypointGroup.Waypoint wp = WaypointGroup.Instance.GetClosestWaypoint(pos);
CalculatePath(WaypointGroup.Instance.GetNextWaypoint(wp), data, pos);
WaypointGroup.Waypoint wp = WaypointGroup.instance.GetClosestWaypoint(pos);
CalculatePath(WaypointGroup.instance.GetNextWaypoint(wp), data, pos);
}
else if (data.pathPoint.Length > data.curPoint && data.foundPath)
{

if (data.curPoint >= data.pathPoint.Length)
CalculatePath(WaypointGroup.Instance.GetWaypoint(data.curWP), data, pos);
CalculatePath(WaypointGroup.instance.GetWaypoint(data.curWP), data, pos);
}
}

var curWPPos = wp.point + wp.rotation * offset;
data.curWP++;
if (data.curWP >= WaypointGroup.Instance.WPs.Count)
if (data.curWP >= WaypointGroup.instance.WPs.Count)
data.curWP = 0;
var navPath = new NavMeshPath(); // New nav path

30
Assets/Unity Physics Items/BuoyantObject_DOTS.cs


//Will be called by the PhysicsConversionSystem
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
//Calculat all initial values
//Add data needed for buoyancy
BuoyantData data = new BuoyantData();
data.type = _buoyancyType;
data.voxelResolution = voxelResolution;

data.baseAngularDrag = baseAngularDrag;
dstManager.AddComponentData(entity, data);
dstManager.AddBuffer<VoxelOffset>(entity);
dstManager.AddBuffer<VoxelHeight>(entity);
//Add center of mass. This is why we had to use a custom conversion system since we needed the physics stuff to be converted before this step
dstManager.AddBuffer<VoxelOffset>(entity);
dstManager.AddBuffer<VoxelHeight>(entity);
//Initialize the voxel and height buffers
//Add engine position as first point
//offsets.Add(new VoxelOffset { Value = engine.enginePosition - centerOfMass });
//heights.Add(new VoxelHeight { Value = float3.zero });
//Add the rest of the positions
offsets.Add(new VoxelOffset { Value = voxels[i] - centerOfMass });// transform.TransformPoint(voxels[i]) - transform.position }); // << Is this right?
offsets.Add(new VoxelOffset { Value = voxels[i] - centerOfMass });// transform.TransformPoint(voxels[i]) - transform.position }); // << Is this right?
body.Convert(conversionSystem.GetPrimaryEntity(body), dstManager, conversionSystem);
//if (body)
body.Convert(conversionSystem.GetPrimaryEntity(body), dstManager, conversionSystem);
engine.Convert(conversionSystem.GetPrimaryEntity(engine), dstManager, conversionSystem);
if (engine)
engine.Convert(conversionSystem.GetPrimaryEntity(engine), dstManager, conversionSystem);
}
struct DebugDrawing

929
Assets/Unity Physics Items/Physics Scene.unity
文件差异内容过多而无法显示
查看文件

16
Assets/Unity Physics Items/Prefabs/AIBoatEntity Variant.prefab


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type: 3}
propertyPath: m_Name
value: BoatEntity
value: AIBoatEntity Variant
objectReference: {fileID: 0}
- target: {fileID: 3457973740146875416, guid: 0a308b87c1579fb4c9ea256406209ca5,
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propertyPath: PrimaryColor.r
value: 0.7434182
value: 0.8960905
value: 0.7434182
value: 0.8960905
value: 0.7434182
value: 0.8960905
value: 0.025658185
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18
Assets/Unity Physics Items/Systems/ApplyBuoyancyForceSystem.cs


protected override JobHandle OnUpdate(JobHandle inputDeps)
{
//Debug.Log(string.Format("DeltaTime: {0}, Time.time {1}, Calc Delta: {2}", Time.deltaTime, Time.time, Time.time - lastTime));
//lastTime = Time.time;
Debug.Log(string.Format("DeltaTime: {0}, Time.time {1}, Calc Delta: {2}", Time.deltaTime, Time.time, Time.time - lastTime));
lastTime = Time.time;
var job = new ForceJob()
{
dt = Time.deltaTime,

float submergedAmount = 0f;
//Debug.Log("new pass: " + entity.ToString());
float3 avPos = float3.zero;
float3 avForce = float3.zero;
float avgHeight = 0;
int total = 0;
var entityTransform = new RigidTransform(rot.Value, pos.Value);

//entity.ApplyImpulse(force, wp);//RB.AddForceAtPosition(force, wp);
avgHeight += force.y;
total++;
avPos += offsets[i].Value;
avForce += math.rotate(math.inverse(rot.Value), force * dt);
// Debug.Log("Average height: " + avgHeight / total);
//Debug.Log("Avg force: " + avForce / total + " Avg pos: " + avPos / total);
//Debug.Log($"Avg force: {avForce / total} Avg pos: {avPos / total}");
data.percentSubmerged = Mathf.Lerp(data.percentSubmerged, submergedAmount, 0.25f);
damping.Linear = data.baseDrag + (data.baseDrag * (data.percentSubmerged * 10f));
damping.Angular = data.baseAngularDrag + (data.percentSubmerged * 0.5f);
//data.percentSubmerged = Mathf.Lerp(data.percentSubmerged, submergedAmount, 0.25f);
//damping.Linear = data.baseDrag + (data.baseDrag * (data.percentSubmerged * 10f));
//damping.Angular = data.baseAngularDrag + (data.percentSubmerged * 0.5f);
}
}

2
Assets/Unity Physics Items/Systems/DriveSystem.cs


float3 up = math.mul(rot.Value, math.up());
ComponentExtensions.ApplyLinearImpulse(ref vel, mass, force * dt);
ComponentExtensions.ApplyLinearImpulse(ref vel, mass, up * 20000f * dt);
//ComponentExtensions.ApplyLinearImpulse(ref vel, mass, up * 20000f * dt);
//ComponentExtensions.ApplyAngularImpulse(ref vel, mass, torque * dt);
//RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower
//RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);

4
Assets/Unity Physics Items/Systems/InputSystem.cs


protected override void OnUpdate()
{
//not time to start
if (Time.time < startTime)
return;
//if (Time.time < startTime)
//return;
Entities.ForEach((Entity entity, ref Translation pos, ref Rotation rot, ref DrivingData data ) =>
{

961
Assets/scenes/Island.unity
文件差异内容过多而无法显示
查看文件

6
Assets/scenes/Island/GlobalFX Profile.asset


m_Script: {fileID: 11500000, guid: 81180773991d8724ab7f2d216912b564, type: 3}
m_Name: ChromaticAberration
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distance:
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10
Packages/com.verasl.water-system/Caustics.mat


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- _OcclusionStrength: 1
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- _ReceiveShadows: 1
- _Size: 0.25
- _WaterLevel: -0.625
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:

2
Packages/com.verasl.water-system/Scripts/BuoyantObject.cs


for(var i = 0; i < voxels.Length; i++) BuoyancyForce(voxels[i], heights[i].y, ref submergedAmount, ref debugInfo[i]);
Physics.SyncTransforms();
Physics.autoSyncTransforms = true;
// UpdateDrag(submergedAmount);
UpdateDrag(submergedAmount);
}
else if(_buoyancyType == BuoyancyType.Physical)
{

27
Packages/com.verasl.water-system/Scripts/Data/WaterResources.asset


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4
Packages/com.verasl.water-system/Scripts/Data/WaterResources.cs


public Texture2D defaultFoamRamp; // a default foam ramp for the basic foam setting
public Texture2D defaultFoamMap; // a default foam texture map
public Texture2D defaultSurfaceMap; // a default normal/caustic map
}
public Material defaultSeaMaterial;
public Mesh[] defaultWaterMeshes;
}
}

2
Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs


public float quantizeValue = 6.25f;
public float forwards = 10f;
public float yOffset = -1f;
public float yOffset = -0.25f;
private void OnEnable()
{

34
Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs


if (dest == null)
return;
dest.CopyFrom(src);
dest.useOcclusionCulling = false;
dest.useOcclusionCulling = true;
UniversalAdditionalCameraData camData;
if (dest.gameObject.TryGetComponent(out camData))
{
camData.renderShadows = m_settings.m_Shadows; // turn off shadows for the reflection camera
}
m_ReflectionCamera = CreateMirrorObjects(realCamera);
m_ReflectionCamera = CreateMirrorObjects();
// find out the reflection plane: position and normal in world space
Vector3 pos = Vector3.zero;

return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
private Camera CreateMirrorObjects(Camera currentCamera)
private Camera CreateMirrorObjects()
GameObject go =
new GameObject($"Planar Refl Camera id{GetInstanceID().ToString()} for {currentCamera.GetInstanceID().ToString()}",
typeof(Camera));
UniversalAdditionalCameraData lwrpCamData =
go.AddComponent(typeof(UniversalAdditionalCameraData)) as UniversalAdditionalCameraData;
//UniversalAdditionalCameraData lwrpCamDataCurrent = currentCamera.GetComponent<UniversalAdditionalCameraData>();
lwrpCamData.renderShadows = m_settings.m_Shadows; // turn off shadows for the reflection camera
lwrpCamData.requiresColorOption = CameraOverrideOption.Off;
lwrpCamData.requiresDepthOption = CameraOverrideOption.Off;
GameObject go = new GameObject("Planar Reflections",typeof(Camera));
var cameraData = go.AddComponent(typeof(UniversalAdditionalCameraData)) as UniversalAdditionalCameraData;
cameraData.requiresColorOption = CameraOverrideOption.Off;
cameraData.requiresDepthOption = CameraOverrideOption.Off;
cameraData.SetRenderer(1);
//reflectionCamera.targetTexture = m_ReflectionTexture;
reflectionCamera.allowMSAA = currentCamera.allowMSAA;
reflectionCamera.allowHDR = currentCamera.allowHDR;
go.hideFlags = HideFlags.HideAndDontSave;
return reflectionCamera;

ScriptableRenderContext context,
Camera camera)
{
if (camera.cameraType == CameraType.Reflection)
if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
return;
GL.invertCulling = true;

QualitySettings.maximumLODLevel = 0;
QualitySettings.maximumLODLevel = 1;
QualitySettings.lodBias = bias * 2f;
UpdateReflectionCamera(camera);

if (m_ReflectionTexture == null)
{
bool useHDR10 = true;// SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
bool useHDR10 = true;
RenderTextureFormat hdrFormat =
useHDR10 ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;
m_ReflectionTexture = RenderTexture.GetTemporary(res.x, res.y, 16,

185
Packages/com.verasl.water-system/SeaVisual.prefab
文件差异内容过多而无法显示
查看文件

3
Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl


#define GERSTNER_WAVES_INCLUDED
uniform uint _WaveCount; // how many waves, set via the water component
float _GlobalTime; // global scene time
struct Wave
{

half dir = dot(windDir, pos - (omniPos * omni)); // calculate a gradient along the wind direction
////////////////////////////position output calculations/////////////////////////
half calc = dir * w + -_GlobalTime * wSpeed; // the wave calculation
half calc = dir * w + -_Time.y * wSpeed; // the wave calculation
half cosCalc = cos(calc); // cosine version(used for horizontal undulation)
half sinCalc = sin(calc); // sin version(used for vertical undulation)

9
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


{
input.normal = float3(0, 1, 0);
input.uv.zw = input.posWS.xz;
input.fogFactorNoise.y = ((noise((input.posWS.xz * 0.5) + _GlobalTime) + noise((input.posWS.xz * 1) + _GlobalTime)) * 0.25 - 0.5) + 1;
input.fogFactorNoise.y = ((noise((input.posWS.xz * 0.5) + _Time.y) + noise((input.posWS.xz * 1) + _Time.y)) * 0.25 - 0.5) + 1;
half4 screenUV = ComputeScreenPos(TransformWorldToHClip(input.posWS));
screenUV.xyz /= screenUV.w;

half4 waterFX = SAMPLE_TEXTURE2D(_WaterFXMap, sampler_ScreenTextures_linear_clamp, IN.preWaveSP.xy);
half animT = frac(_GlobalTime) * 16; // amination value for caustics(16 frames)
half t = _Time.x;
half2 detailBump = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw * 0.25h + t + (IN.fogFactorNoise.y * 0.1)).xy; // TODO - check perf
half2 detailBump = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw * 0.25h + _Time.y * 0.1h + (IN.fogFactorNoise.y * 0.1)).xy; // TODO - check perf
IN.normal += (half3(detailBump.x, 0.5h, detailBump.y) * 2 - 1) * _BumpScale;
IN.normal += half3(1-waterFX.y, 0.5h, 1-waterFX.z) - 0.5;

Light mainLight = GetMainLight();
// Foam
float2 foamMapUV = (IN.uv.zw * 0.1) + (detailBump.xy * 0.0025) + half2(IN.fogFactorNoise.y * 0.1, (1-IN.fogFactorNoise.y) * 0.1) + _GlobalTime * 0.05;
float2 foamMapUV = (IN.uv.zw * 0.1) + (detailBump.xy * 0.0025) + half2(IN.fogFactorNoise.y * 0.1, (1-IN.fogFactorNoise.y) * 0.1) + _Time.y * 0.05;
half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, foamMapUV).rgb; //r=thick, g=medium, b=light
half shoreMask = pow(((1-depth.y + 9) * 0.1), 6);
half foamMask = (IN.additionalData.z);

63
Packages/com.verasl.water-system/Textures/WaterSurface_atlas.tif.meta


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985
Packages/com.verasl.water-system/Textures/WaterSurface_single.tif
文件差异内容过多而无法显示
查看文件

11
Packages/manifest.json


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"com.unity.modules.animation": "1.0.0",

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Assets/Scripts/Utility/DebugScript.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DebugScript : MonoBehaviour
{
private ParticleSystem[] parts;
public Text text;
// Start is called before the first frame update
void Start()
{
parts = FindObjectsOfType<ParticleSystem>();
}
// Update is called once per frame
void Update()
{
int partCountTotal = 0;
foreach (var ps in parts)
{
partCountTotal += ps.particleCount;
}
var output = $"Total particles in {parts.Length} systems:{partCountTotal:N}";
if (!text)
{
Debug.LogError(output);
}
else
{
text.text = output;
}
}
}

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Assets/Unity Physics Items/Junk.unity
文件差异内容过多而无法显示
查看文件

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102
Packages/com.verasl.water-system/Shaders/Caustics.shader


Shader "Hidden/BoatAttack/Caustics"
{
Properties
{
//Vector1_F3303B3C("Speed", Float) = 0.5
_Size("Size", Float) = 0.5
[NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {}
_WaterLevel("WaterLevel", Float) = -0.25
_BlendDistance("BlendDistance", Float) = 0.1
//Vector1_CD857B77("CausticsRGB Split", Float) = 2
}
SubShader
{
// No culling or depth
Cull Off
ZWrite Off
ZTest Always
Pass
{
Blend DstColor Zero, One Zero
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex vert
#pragma fragment frag
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionOS : SV_POSITION;
};
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap);
half _Size;
half _WaterLevel;
half _BlendDistance;
float3 ReconstructWorldPos(half2 screenPos, float depth)
{
// World Pos reconstriction
float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth, 1));
float3 worldPos = raw.rgb / raw.a;
return worldPos;
}
float2 CausticUVs(float2 rawUV, float2 offset)
{
//anim
float2 uv = rawUV * _Size + float2(_Time.y, _Time.x) * 0.1;
return uv + offset * 0.25;
}
Varyings vert (Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionOS = vertexInput.positionCS;
output.uv = input.uv;
return output;
}
sampler2D _MainTex;
real4 frag (Varyings input) : SV_Target
{
real depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, sampler_CameraDepthTexture, input.uv);
float3 worldPos = ReconstructWorldPos(input.uv, depth);
float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, worldPos.xz * 0.025 + _Time.x * 0.25).w - 0.5;
float2 causticUV = CausticUVs(worldPos.xz, waveOffset);
float3 caustics = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, causticUV).bbb;
half upperMask = saturate(-worldPos.y + _WaterLevel);
half lowerMask = saturate((worldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
caustics *= min(upperMask, lowerMask) * 1.5;
//return half4(waveOffset.xx, 0, 1);
return half4(caustics + 1, 1);
}
ENDHLSL
}
}
}

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