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Assorted changes for Unite

/demo-work
Andre McGrail 5 年前
当前提交
8517dfff
共有 15 个文件被更改,包括 452 次插入406 次删除
  1. 63
      Assets/Data/Volumes/HighQuality.asset
  2. 63
      Assets/Data/Volumes/LowQuality.asset
  3. 63
      Assets/Data/Volumes/MediumQuality.asset
  4. 6
      Assets/Objects/Levels/Island/ClearSky/Island_Post_Clear.asset
  5. 38
      Assets/Objects/boats/Interceptor/MSLL.tif.meta
  6. 38
      Assets/Objects/boats/Speedboat/MSLL.tif.meta
  7. 31
      Assets/Scripts/Boat/HumanController.cs
  8. 95
      Assets/Scripts/Environment/DayNightController.cs
  9. 168
      Assets/Scripts/GameSystem/InputControls.cs
  10. 205
      Assets/scenes/Island.unity
  11. 63
      Assets/scenes/Island/TempCam Profile.asset
  12. 4
      Packages/com.verasl.water-system/Caustics.mat
  13. 2
      Packages/com.verasl.water-system/Shaders/Caustics.shader
  14. 6
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  15. 13
      ProjectSettings/ProjectSettings.asset

63
Assets/Data/Volumes/HighQuality.asset


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63
Assets/Data/Volumes/LowQuality.asset


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63
Assets/Data/Volumes/MediumQuality.asset


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6
Assets/Objects/Levels/Island/ClearSky/Island_Post_Clear.asset


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38
Assets/Objects/boats/Interceptor/MSLL.tif.meta


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38
Assets/Objects/boats/Speedboat/MSLL.tif.meta


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31
Assets/Scripts/Boat/HumanController.cs


using System.Threading;
using UnityEngine;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BoatAttack.Boat

public float throttle;
public float steering;
public bool paused;
void Awake()
{

controls.BoatControls.Steering.canceled += context => steering = 0f;
controls.BoatControls.Reset.performed += ResetBoat;
controls.BoatControls.Freeze.performed += FreezeBoat;
engine = GetComponent<Engine>(); // get the engine script
controls.BoatControls.Time.performed += SelectTime;
engine = GetComponent<Engine>(); // get the engine script
}
private void OnEnable()

private void ResetBoat(InputAction.CallbackContext context)
{
controller.ResetPosition();
}
private void FreezeBoat(InputAction.CallbackContext context)
{
paused = !paused;
if(paused)
{
Time.timeScale = 0f;
}
else
{
Time.timeScale = 1f;
}
//engine.RB.isKinematic = !engine.RB.isKinematic;
}
private void SelectTime(InputAction.CallbackContext context)
{
var value = context.ReadValue<float>();
Debug.Log($"changing day time, input:{value}");
DayNightController.SelectPreset(value);
}
void FixedUpdate()

95
Assets/Scripts/Environment/DayNightController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BoatAttack
{

[ExecuteInEditMode]
public class DayNightController : MonoBehaviour
{
private static DayNightController instance;
private float[] presets = new float[] { 0.27f, 0.35f, 0.45f, 0.55f, 0.65f, 0.73f };
private int currentPreset = 0;
private const string presetKey = "BoatAttack.DayNight.TimePreset";
public bool _autoIcrement;
public float _speed = 1f;

public Transform clouds;
[Range(-180, 180)]
public float cloudOffset = 0f;
public ReflectionProbe[] reflections;
// Sunlight
[Header("Sun Settings")]
public Light _sun; // sun light

// vars
private float _prevTime; // previous time
void Start()
void Awake()
instance = this;
currentPreset = PlayerPrefs.GetInt(presetKey);
SetTimeOfDay(presets[currentPreset], true);
_prevTime = _time;
}

if (_time != _prevTime) // if time has changed
{
GlobalTime = _time;
// do update
if (_sun)
{
// update sun
_sun.transform.forward = Vector3.down;
_sun.transform.rotation *= Quaternion.AngleAxis(_northHeading, Vector3.forward); // north facing
_sun.transform.rotation *= Quaternion.AngleAxis(_tilt, Vector3.up);
_sun.transform.rotation *= Quaternion.AngleAxis((_time * 360f) - 180f, Vector3.right); // time of day
SetTimeOfDay(_time);
}
}
_sun.color = _sunColour.Evaluate(Mathf.Clamp01(_time * 2f - 0.5f));
}
if (_skybox)
/// <summary>
/// Sets the time of day
/// </summary>
/// <param name="time">Time in linear 0-1</param>
public void SetTimeOfDay(float time, bool reflectionUpdate = false)
{
Debug.Log($"Setting time of day to:{time}, updating reflectionprobes:{reflectionUpdate.ToString()}");
_time = time;
_prevTime = time;
if (instance.reflections.Length > 0 && reflectionUpdate)
{
foreach (var probe in instance.reflections)
// update skybox
_skybox.SetFloat("_Rotation", 85 + ((_time - 0.5f) * 20f)); // rotate slightly for cheap moving cloud eefect
_skybox.SetColor("_Tint", _skyboxColour.Evaluate(_time));
probe.RenderProbe();
}
if (clouds)
{
clouds.eulerAngles = new Vector3(0f, _time * 45f + cloudOffset, 0f);
}
GlobalTime = _time;
// do update
if (_sun)
{
// update sun
_sun.transform.forward = Vector3.down;
_sun.transform.rotation *= Quaternion.AngleAxis(_northHeading, Vector3.forward); // north facing
_sun.transform.rotation *= Quaternion.AngleAxis(_tilt, Vector3.up);
_sun.transform.rotation *= Quaternion.AngleAxis((_time * 360f) - 180f, Vector3.right); // time of day
Shader.SetGlobalFloat("_NightFade", Mathf.Clamp01(Mathf.Abs(_time * 2f - 1f) * 3f - 1f));
RenderSettings.fogColor = _fogColour.Evaluate(_time); // update fog colour
RenderSettings.ambientSkyColor = _ambientColour.Evaluate(_time); // update ambient light colour
_sun.color = _sunColour.Evaluate(Mathf.Clamp01(_time * 2f - 0.5f));
}
if (_skybox)
{
// update skybox
_skybox.SetFloat("_Rotation", 85 + ((_time - 0.5f) * 20f)); // rotate slightly for cheap moving cloud eefect
_skybox.SetColor("_Tint", _skyboxColour.Evaluate(_time));
}
if (clouds)
{
clouds.eulerAngles = new Vector3(0f, _time * 45f + cloudOffset, 0f);
Shader.SetGlobalFloat("_NightFade", Mathf.Clamp01(Mathf.Abs(_time * 2f - 1f) * 3f - 1f));
RenderSettings.fogColor = _fogColour.Evaluate(_time); // update fog colour
RenderSettings.ambientSkyColor = _ambientColour.Evaluate(_time); // update ambient light colour
/// <summary>
/// Sets the time of day
/// </summary>
/// <param name="time">Time in linear 0-1</param>
public void SetTimeOfDay(float time)
public static void SelectPreset(float input)
_time = time;
instance.currentPreset += Mathf.RoundToInt(input);
instance.currentPreset = (int)Mathf.Repeat(instance.currentPreset, instance.presets.Length);
PlayerPrefs.SetInt(presetKey, instance.currentPreset);
instance.SetTimeOfDay(instance.presets[instance.currentPreset], true);
}
}
}

168
Assets/Scripts/GameSystem/InputControls.cs


""interactions"": """"
},
{
""name"": ""Time"",
""type"": ""Value"",
""id"": ""637a3778-b50e-41a0-8669-f7b1698fc4ca"",
""expectedControlType"": """",
""processors"": ""AxisDeadzone(min=0.1,max=1)"",
""interactions"": """"
},
{
""name"": ""Steering"",
""type"": ""Value"",
""id"": ""67e3403a-b3e8-43af-ab52-4575ba23afef"",

""name"": ""Reset"",
""type"": ""Button"",
""id"": ""218640d2-e6dc-4136-842e-4621c0883e15"",
""expectedControlType"": """",
""processors"": ""AxisDeadzone(min=0.1,max=1)"",
""interactions"": """"
},
{
""name"": ""Freeze"",
""type"": ""Button"",
""id"": ""097a2ec8-8df3-4d48-96e5-fbf096270878"",
""expectedControlType"": """",
""processors"": ""AxisDeadzone(min=0.1,max=1)"",
""interactions"": """"

""isPartOfComposite"": true
},
{
""name"": ""DPad"",
""id"": ""8aeee6b0-abef-4b03-a8b3-e592682ef6ac"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Steering"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""52a3b81b-20a0-4d9a-a700-4b0941383170"",
""path"": ""<Gamepad>/dpad/left"",
""interactions"": """",
""processors"": """",
""groups"": "";Gamepad"",
""action"": ""Steering"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""3406ab27-525e-47ca-84d5-25e0a5a83c29"",
""path"": ""<Gamepad>/dpad/right"",
""interactions"": """",
""processors"": """",
""groups"": "";Gamepad"",
""action"": ""Steering"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""Arrows"",
""id"": ""b5b408fa-df11-4ebc-b589-5ff03be94ba1"",
""path"": ""1DAxis"",

""action"": ""Reset"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""bbe374df-c0a2-4067-8743-605cc47e112b"",
""path"": ""<Gamepad>/start"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""Freeze"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""6c9efbd8-b12e-4a6d-9787-042b4abda799"",
""path"": ""<Keyboard>/f"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Freeze"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""b7d3341c-7abe-48e6-a68e-b27eb3927b79"",
""path"": ""<Gamepad>/buttonNorth"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""Time"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""Dpad horizontal"",
""id"": ""3c94f068-2cc6-4d07-a76a-3835151e0b0e"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Time"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""aa687506-3f38-4cdc-8f14-f77ce23789d9"",
""path"": ""<Gamepad>/dpad/left"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""Time"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""59cadf6b-f60d-4a7e-9b9c-a21ecfdfb51e"",
""path"": ""<Gamepad>/dpad/right"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""Time"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""Keyboard"",
""id"": ""e8db53d1-5ded-40fe-965b-727f321a403a"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Time"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""d5357c68-6b8a-4c12-996c-801c5a015beb"",
""path"": ""<Keyboard>/1"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Time"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""9a495693-8098-4d83-b2d6-711526e83c37"",
""path"": ""<Keyboard>/2"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Time"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
}

// BoatControls
m_BoatControls = asset.GetActionMap("BoatControls");
m_BoatControls_Trottle = m_BoatControls.GetAction("Trottle");
m_BoatControls_Time = m_BoatControls.GetAction("Time");
m_BoatControls_Freeze = m_BoatControls.GetAction("Freeze");
}
~InputControls()

private readonly InputActionMap m_BoatControls;
private IBoatControlsActions m_BoatControlsActionsCallbackInterface;
private readonly InputAction m_BoatControls_Trottle;
private readonly InputAction m_BoatControls_Time;
private readonly InputAction m_BoatControls_Freeze;
public InputAction @Time => m_Wrapper.m_BoatControls_Time;
public InputAction @Freeze => m_Wrapper.m_BoatControls_Freeze;
public InputActionMap Get() { return m_Wrapper.m_BoatControls; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }

Trottle.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTrottle;
Trottle.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTrottle;
Trottle.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTrottle;
Time.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTime;
Time.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTime;
Time.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTime;
Steering.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnSteering;
Steering.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnSteering;
Steering.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnSteering;

Freeze.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnFreeze;
Freeze.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnFreeze;
Freeze.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnFreeze;
}
m_Wrapper.m_BoatControlsActionsCallbackInterface = instance;
if (instance != null)

Trottle.canceled += instance.OnTrottle;
Time.started += instance.OnTime;
Time.performed += instance.OnTime;
Time.canceled += instance.OnTime;
Steering.started += instance.OnSteering;
Steering.performed += instance.OnSteering;
Steering.canceled += instance.OnSteering;

Freeze.started += instance.OnFreeze;
Freeze.performed += instance.OnFreeze;
Freeze.canceled += instance.OnFreeze;
}
}
}

public interface IBoatControlsActions
{
void OnTrottle(InputAction.CallbackContext context);
void OnTime(InputAction.CallbackContext context);
void OnFreeze(InputAction.CallbackContext context);
}
}

205
Assets/scenes/Island.unity


m_ObjectHideFlags: 0
serializedVersion: 9
m_Fog: 1
m_FogColor: {r: 1.1634429, g: 1.3547041, b: 1.2100046, a: 1}
m_FogColor: {r: 1.076271, g: 1.0390205, b: 0.7361599, a: 1}
m_AmbientSkyColor: {r: 0.84528774, g: 0.8261713, b: 0.7885967, a: 1}
m_AmbientSkyColor: {r: 0.7215085, g: 0.68709767, b: 0.6194611, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 1

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4
Packages/com.verasl.water-system/Caustics.mat


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2
Packages/com.verasl.water-system/Shaders/Caustics.shader


#ifdef _DEBUG
return half4(caustics * min(upperMask, lowerMask), 1);
#endif
caustics *= min(upperMask, lowerMask) * 1.5;
caustics *= min(upperMask, lowerMask) * 2;
return half4(caustics + 1, 1);
}

6
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


input.normal = wave.normal.xzy;
input.posWS += wave.position;
#ifdef SHADER_API_PS4
input.posWS.y -= 0.5;
#endif
// Dynamic displacement
half4 waterFX = SAMPLE_TEXTURE2D_LOD(_WaterFXMap, sampler_ScreenTextures_linear_clamp, screenUV.xy, 0);
input.posWS.y += waterFX.w * 2 - 1;

half edgeFoam = saturate(1 - depth.x * 0.5 - 0.25);
half foamBlendMask = max(max(waveFoam, edgeFoam), waterFX.r * 2);// + IN.fogFactorNoise.y * 0.1; //max(max((foamMask + shoreMask) - IN.fogFactorNoise.y * 0.25, waterFX.r * 2), shoreWave);
half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamBlendMask, 0.66)).rgb;
half foamMask = saturate(length(foamMap * foamBlend) * 1.5 - 0.1);
half foamMask = saturate(length(foamMap * foamBlend) * 1.5 - 0.1 + saturate(1 - depth.x * 4) * 0.5);
// Foam lighting
half3 foam = foamMask.xxx * (mainLight.shadowAttenuation * mainLight.color + GI);

13
ProjectSettings/ProjectSettings.asset


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