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Update to Universal

- Added universal package locally
- Converted vegetation to shader graph
- Added post v3
/main
André McGrail 5 年前
当前提交
7b564e6c
共有 55 个文件被更改,包括 3778 次插入1776 次删除
  1. 19
      Assets/Data/BoatDemoRenderer.asset
  2. 8
      Assets/Data/LightweightAsset.asset
  3. 21
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_Normal.png.meta
  4. 981
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png
  5. 17
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png.meta
  6. 21
      Assets/Objects/environment/Trees/Materials/Softvegetation.mat
  7. 18
      Assets/Objects/environment/Trees/Materials/Trees.mat
  8. 18
      Assets/Objects/environment/Trees/Materials/Trees_billboards.mat
  9. 4
      Assets/Scripts/GameSystem/AppSettings.cs
  10. 8
      Assets/Scripts/System/MiniProfiler.cs
  11. 160
      Assets/Shaders/Graphs/CliffShader.ShaderGraph
  12. 102
      Assets/Shaders/Graphs/CustomTerrain.ShaderGraph
  13. 38
      Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
  14. 59
      Assets/Shaders/Graphs/RaceBoats.ShaderGraph
  15. 4
      Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl
  16. 17
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  17. 5
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
  18. 8
      Assets/Shaders/Vegetation/Vegetation.hlsl
  19. 186
      Assets/scenes/Island.unity
  20. 983
      Assets/scenes/Island/MainIsland.asset
  21. 14
      Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs
  22. 12
      Packages/com.verasl.water-system/Scripts/Rendering/WaterCausticsFeature.cs
  23. 14
      Packages/com.verasl.water-system/Scripts/Rendering/WaterFXFeature.cs
  24. 8
      Packages/com.verasl.water-system/Scripts/Water.cs
  25. 4
      Packages/com.verasl.water-system/Shaders/InfiniteWater.shader
  26. 4
      Packages/com.verasl.water-system/Shaders/Water.shader
  27. 2
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  28. 4
      Packages/com.verasl.water-system/Shaders/WaterFXFoamOnly.shader
  29. 4
      Packages/com.verasl.water-system/Shaders/WaterFXShader.shader
  30. 2
      Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
  31. 2
      Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
  32. 2
      Packages/com.verasl.water-system/package.json
  33. 2
      Packages/manifest.json
  34. 16
      ProjectSettings/InputManager.asset
  35. 7
      ProjectSettings/ProjectSettings.asset
  36. 4
      ProjectSettings/ProjectVersion.txt
  37. 3
      ProjectSettings/QualitySettings.asset
  38. 128
      Assets/Shaders/Graphs/SmoothCurve.shadersubgraph
  39. 10
      Assets/Shaders/Graphs/SmoothCurve.shadersubgraph.meta
  40. 153
      Assets/Shaders/Graphs/SmoothTriangleWave.shadersubgraph
  41. 10
      Assets/Shaders/Graphs/SmoothTriangleWave.shadersubgraph.meta
  42. 91
      Assets/Shaders/Graphs/TriangleWave.shadersubgraph
  43. 10
      Assets/Shaders/Graphs/TriangleWave.shadersubgraph.meta
  44. 372
      Assets/Shaders/Graphs/Vegetation.shadergraph
  45. 10
      Assets/Shaders/Graphs/Vegetation.shadergraph.meta
  46. 954
      Assets/Shaders/Graphs/VegetationDeformation.shadersubgraph
  47. 10
      Assets/Shaders/Graphs/VegetationDeformation.shadersubgraph.meta
  48. 12
      Assets/Shaders/Vegetation/LODCrossfade.hlsl
  49. 9
      Assets/Shaders/Vegetation/LODCrossfade.hlsl.meta
  50. 280
      Assets/scenes/Island/GlobalFX Profile.asset
  51. 8
      Assets/scenes/Island/GlobalFX Profile.asset.meta
  52. 669
      Assets/scenes/Testing/VegetationShader.unity
  53. 7
      Assets/scenes/Testing/VegetationShader.unity.meta
  54. 29
      Assets/Scripts/BasicAO.cs
  55. 11
      Assets/Scripts/BasicAO.cs.meta

19
Assets/Data/BoatDemoRenderer.asset


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8
Assets/Data/LightweightAsset.asset


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21
Assets/Objects/environment/Trees/Maps/TreeBillBoards_Normal.png.meta


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981
Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png
文件差异内容过多而无法显示
查看文件

17
Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png.meta


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21
Assets/Objects/environment/Trees/Materials/Softvegetation.mat


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18
Assets/Objects/environment/Trees/Materials/Trees.mat


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m_ShaderKeywords: BOOLEAN_D0D03BFD_ON VERTEX_ANIMATION_ON _CORRECTNORMALS _NORMALMAP
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18
Assets/Objects/environment/Trees/Materials/Trees_billboards.mat


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4
Assets/Scripts/GameSystem/AppSettings.cs


}
var renderScale = Mathf.Clamp(res / Camera.main.pixelHeight, 0.1f, 1.0f);
maxScale = renderScale;
LightweightRenderPipeline.asset.renderScale = renderScale;
UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.renderScale = renderScale;
}
private void Update()

public void ToggleSRPBatcher(bool enabled)
{
LightweightRenderPipeline.asset.useSRPBatcher = enabled;
UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.useSRPBatcher = enabled;
}
}
}

8
Assets/Scripts/System/MiniProfiler.cs


if (Input.GetKeyDown(KeyCode.F9))
{
LightweightRenderPipeline.asset.useSRPBatcher = !LightweightRenderPipeline.asset.useSRPBatcher;
UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.useSRPBatcher = !UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.useSRPBatcher;
}
if (Input.GetKeyDown(KeyCode.F8))

}
if ( m_CurrentBatcherEnable != LightweightRenderPipeline.asset.useSRPBatcher )
if ( m_CurrentBatcherEnable != UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.useSRPBatcher )
m_CurrentBatcherEnable = LightweightRenderPipeline.asset.useSRPBatcher;
m_CurrentBatcherEnable = UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.useSRPBatcher;
}
if (m_Enable)

{
if (m_Enable)
{
bool SRPBatcher = LightweightRenderPipeline.asset.useSRPBatcher;
bool SRPBatcher = UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.useSRPBatcher;
// GUI.skin.label.fontSize = 15;
GUI.color = new Color(1, 1, 1, 1);

160
Assets/Shaders/Graphs/CliffShader.ShaderGraph
文件差异内容过多而无法显示
查看文件

102
Assets/Shaders/Graphs/CustomTerrain.ShaderGraph
文件差异内容过多而无法显示
查看文件

38
Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
文件差异内容过多而无法显示
查看文件

59
Assets/Shaders/Graphs/RaceBoats.ShaderGraph
文件差异内容过多而无法显示
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4
Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl


#ifndef INPUT_SURFACE_VEGETATION_INCLUDED
#define INPUT_SURFACE_VEGETATION_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;

17
Assets/Shaders/Vegetation/LWVegetationShader.shader


// 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" = "LightweightPipeline" "IgnoreProjector" = "True"}
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)

// no LightMode tag are also rendered by Lightweight Pipeline
Tags{"LightMode" = "LightweightForward"}
Tags{"LightMode" = "UniversalForward"}
ZWrite On
AlphaToMask On

inputData.normalWS *= facing;
#endif
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
//return half4(unity_ObjectToWorld.xyz, 1);
//return half4(inputData.normalWS.xyz, 1);
return color;
}

#pragma vertex ShadowPassVegetationVertex
#pragma fragment ShadowPassVegetationFragment
#include "Vegetation.hlsl"
#include "InputSurfaceVegetation.hlsl"
#include "ShadowPassVegetation.hlsl"

#pragma multi_compile _ LOD_FADE_CROSSFADE
#include "InputSurfaceVegetation.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Vegetation.hlsl"
VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput input)

// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMeta
#define _METALLICSPECGLOSSMAP 1

#include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitMetaPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}

5
Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl


#ifndef SHADOW_PASS_VEGETATION_INCLUDED
#define SHADOW_PASS_VEGETATION_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
#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;

8
Assets/Shaders/Vegetation/Vegetation.hlsl


#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
float _GlobalTime; // global scene time
struct VegetationVertexInput
{

///////Main Bending
float fBendScale = bendStrength;//main bend opacity
float fLength = length(position);//distance to origin
float2 vWind = float2(sin(_GlobalTime + origin.x + origin.y) * 0.1, sin(_GlobalTime + origin.z) * 0.1);//wind direction
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;

fBranchPhase += fObjPhase;
float fVtxPhase = dot(position, fDetailPhase + fBranchPhase);
// x is used for edges; y is used for branches
float2 vWavesIn = _GlobalTime + float2(fVtxPhase, fBranchPhase );
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 );

186
Assets/scenes/Island.unity


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m_UseShadowmask: 0

- m_Script
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983
Assets/scenes/Island/MainIsland.asset
文件差异内容过多而无法显示
查看文件

14
Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs


GameObject go =
new GameObject($"Planar Refl Camera id{GetInstanceID().ToString()} for {currentCamera.GetInstanceID().ToString()}",
typeof(Camera));
LWRPAdditionalCameraData lwrpCamData =
go.AddComponent(typeof(LWRPAdditionalCameraData)) as LWRPAdditionalCameraData;
LWRPAdditionalCameraData lwrpCamDataCurrent = currentCamera.GetComponent<LWRPAdditionalCameraData>();
UnityEngine.Rendering.Universal.UniversalAdditionalCameraData lwrpCamData =
go.AddComponent(typeof(UnityEngine.Rendering.Universal.UniversalAdditionalCameraData)) as UnityEngine.Rendering.Universal.UniversalAdditionalCameraData;
UnityEngine.Rendering.Universal.UniversalAdditionalCameraData lwrpCamDataCurrent = currentCamera.GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
lwrpCamData.requiresColorOption = CameraOverrideOption.Off;
lwrpCamData.requiresDepthOption = CameraOverrideOption.Off;
lwrpCamData.requiresColorOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
lwrpCamData.requiresDepthOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
var reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
//reflectionCamera.targetTexture = m_ReflectionTexture;

UpdateReflectionCamera(camera);
m_ReflectionCamera.cameraType = camera.cameraType;
var res = ReflectionResolution(camera, LightweightRenderPipeline.asset.renderScale);
var res = ReflectionResolution(camera, UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset.renderScale);
if (m_ReflectionTexture == null)
{
bool useHDR10 = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);

m_ReflectionCamera.targetTexture = m_ReflectionTexture;
LightweightRenderPipeline.RenderSingleCamera(context, m_ReflectionCamera);
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera(context, m_ReflectionCamera);
GL.invertCulling = false;
RenderSettings.fog = true;

12
Packages/com.verasl.water-system/Scripts/Rendering/WaterCausticsFeature.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
public class WaterCausticsFeature : ScriptableRendererFeature
public class WaterCausticsFeature : UnityEngine.Rendering.Universal.ScriptableRendererFeature
{
private WaterCausticsPass m_WaterCausticsPass;
public WaterCausticSettings settings = new WaterCausticSettings();

m_WaterCausticsPass.m_WaterCausticMaterial = settings.material;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
public class WaterCausticsPass : ScriptableRenderPass
public class WaterCausticsPass : UnityEngine.Rendering.Universal.ScriptableRenderPass
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
if (m_WaterCausticMaterial == null)
{

CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterCausticsTag);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_WaterCausticMaterial, 0, 0);
cmd.DrawMesh(UnityEngine.Rendering.Universal.RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_WaterCausticMaterial, 0, 0);
cmd.SetViewProjectionMatrices(renderingData.cameraData.camera.worldToCameraMatrix, renderingData.cameraData.camera.projectionMatrix);
context.ExecuteCommandBuffer(cmd);

14
Packages/com.verasl.water-system/Scripts/Rendering/WaterFXFeature.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
public class WaterFXFeature : ScriptableRendererFeature
public class WaterFXFeature : UnityEngine.Rendering.Universal.ScriptableRendererFeature
{
WaterFXPass m_WaterFXPass;

m_WaterFXPass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
m_WaterFXPass.renderPassEvent = UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingOpaques;
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
public class WaterFXPass : ScriptableRenderPass
public class WaterFXPass : UnityEngine.Rendering.Universal.ScriptableRenderPass
RenderTargetHandle m_WaterFX = RenderTargetHandle.CameraTarget;
UnityEngine.Rendering.Universal.RenderTargetHandle m_WaterFX = UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget;
private FilteringSettings transparentFilterSettings { get; set; }

ConfigureClear(ClearFlag.Color, m_ClearColor);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterFXTag);

8
Packages/com.verasl.water-system/Scripts/Water.cs


_depthCam = go.AddComponent<Camera>();
}
if (_depthCam.GetComponent<LWRPAdditionalCameraData>() == null)
if (_depthCam.GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>() == null)
LWRPAdditionalCameraData additionalCamData = _depthCam.gameObject.AddComponent<LWRPAdditionalCameraData>();
UnityEngine.Rendering.Universal.UniversalAdditionalCameraData additionalCamData = _depthCam.gameObject.AddComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
additionalCamData.requiresColorOption = CameraOverrideOption.Off;
additionalCamData.requiresDepthOption = CameraOverrideOption.Off;
additionalCamData.requiresColorOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
additionalCamData.requiresDepthOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
}
_depthCam.transform.position = Vector3.up * 4f;//center the camera on this water plane
_depthCam.transform.up = Vector3.forward;//face teh camera down

4
Packages/com.verasl.water-system/Shaders/InfiniteWater.shader


}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-101" "RenderPipeline" = "LightweightPipeline" }
Tags { "RenderType"="Transparent" "Queue"="Transparent-101" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass

// make fog work
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "WaterInput.hlsl"
#include "CommonUtilities.hlsl"
#include "WaterLighting.hlsl"

4
Packages/com.verasl.water-system/Shaders/Water.shader


}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "LightweightPipeline" }
Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "UniversalPipeline" }
Tags{"LightMode" = "LightweightForward"}
Tags{"LightMode" = "UniversalForward"}
HLSLPROGRAM
#pragma prefer_hlslcc gles

2
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


#define _MAIN_LIGHT_SHADOWS_CASCADE 1
#define SHADOWS_SCREEN 0
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "WaterInput.hlsl"
#include "CommonUtilities.hlsl"
#include "GerstnerWaves.hlsl"

4
Packages/com.verasl.water-system/Shaders/WaterFXFoamOnly.shader


}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "LightweightPipeline" }
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Blend One One
LOD 100

#define _NORMALMAP 1
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata
{

4
Packages/com.verasl.water-system/Shaders/WaterFXShader.shader


}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "LightweightPipeline" }
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Blend[_SrcBlend][_DstBlend]
LOD 100

#pragma fragment WaterFXFragment
#pragma shader_feature _INVERT_ON
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{

2
Packages/com.verasl.water-system/Shaders/WaterInput.hlsl


#ifndef WATER_INPUT_INCLUDED
#define WATER_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
half _BumpScale;

2
Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl


#ifndef WATER_LIGHTING_INCLUDED
#define WATER_LIGHTING_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS)
{

2
Packages/com.verasl.water-system/package.json


"dependencies": {
"com.unity.mathematics": "0.0.12-preview.11",
"com.unity.burst": "0.2.4-preview.30",
"com.unity.render-pipelines.lightweight": "5.2.1"
"com.unity.render-pipelines.universal": "7.0.0"
}
}

2
Packages/manifest.json


"com.unity.cinemachine": "2.3.4",
"com.unity.mathematics": "1.0.1",
"com.unity.render-pipelines.core": "file:/Users/andremcgrail/Documents/UnityProjects/Github/SRP_Master/com.unity.render-pipelines.core",
"com.unity.render-pipelines.lightweight": "file:/Users/andremcgrail/Documents/UnityProjects/Github/SRP_Master/com.unity.render-pipelines.lightweight",
"com.unity.render-pipelines.universal": "file:/Users/andremcgrail/Documents/UnityProjects/Github/SRP_Master/com.unity.render-pipelines.universal",
"com.unity.shadergraph": "file:/Users/andremcgrail/Documents/UnityProjects/Github/SRP_Master/com.unity.shadergraph",
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.1.0",

16
ProjectSettings/InputManager.asset


type: 2
axis: 5
joyNum: 0
- serializedVersion: 3
m_Name: Debug Reset
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left alt
altNegativeButton:
altPositiveButton: joystick button 1
gravity: 0
dead: 0
sensitivity: 0
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0

7
ProjectSettings/ProjectSettings.asset


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PlayerSettings:
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serializedVersion: 17
serializedVersion: 18
productGUID: b53215438aaf44a9f9817e608bbb159c
AndroidProfiler: 0
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protectGraphicsMemory: 0
enableFrameTimingStats: 1
useHDRDisplay: 0
D3DHDRBitDepth: 0
m_ColorGamuts: 00000000
targetPixelDensity: 150
resolutionScalingMode: 0

StripUnusedMeshComponents: 0
VertexChannelCompressionMask: 4054
iPhoneSdkVersion: 988
iOSTargetOSVersionString: 9.0
iOSTargetOSVersionString: 10.0
tvOSTargetOSVersionString: 9.0
tvOSTargetOSVersionString: 10.0
uIPrerenderedIcon: 0
uIRequiresPersistentWiFi: 0
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7
Assets/scenes/Testing/VegetationShader.unity.meta


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29
Assets/Scripts/BasicAO.cs


using System;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
[Serializable]
[PostProcess(typeof(BasicAORenderer), PostProcessEvent.BeforeStack, "Custom/BasicAO")]
public sealed class BasicAO : PostProcessEffectSettings
{
[Range(0f, 1f), Tooltip("Effect intensity.")]
public FloatParameter intensity = new FloatParameter { value = 1.0f };
public TextureParameter noiseTexture = new TextureParameter{ value = null};
}
public sealed class BasicAORenderer : PostProcessEffectRenderer<BasicAO>
{
public override void Render(PostProcessRenderContext context)
{
var sheet = context.propertySheets.Get(Shader.Find("Hidden/Post/BasicAO"));
var noiseTexture = settings.noiseTexture.value == null
? RuntimeUtilities.whiteTexture
: settings.noiseTexture.value;
sheet.properties.SetTexture("_NoiseTex", noiseTexture);
sheet.properties.SetFloat("_Intensity", settings.intensity);
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
}
}

11
Assets/Scripts/BasicAO.cs.meta


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