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Squashed commit of the following:

commit a5da8beebf969b462559cc513b3e24948e41c7f2
Author: Andre McGrail <andrem@unity3d.com>
Date:   Mon Jan 18 11:24:23 2021 +0100

    pipeline assets updated

commit b20218652b58f34ca9f4e07410a1258cf379ada4
Author: Andre McGrail <andrem@unity3d.com>
Date:   Mon Jan 18 11:24:04 2021 +0100

    Added debug mode for boat testing

commit 735aaf50ef1db3ba61eac12a43a32648f79a77ad
Merge: f95ad59 d07745c
Author: Andre McGrail <andrem@unity3d.com>
Date:   Mon Jan 18 11:23:24 2021 +0100

    Merge branch 'master' of https://github.com/Unity-Technologies/BoatAttack

commit d07745c0d9bc97cde5fc4ae86186d6c2f0c2a16c
Author: Felipe Lira <felipedrl@gmail.com>
Date:   Thu Jan 7 16:48:52 2021 +0100

    Fix usage of UNITY_REVERSED_Z (#134)

commit f95ad59351cd51c6011ce913924674c28f9bc230
Author: Andre McGrail <andrem@unity3d.com>
Date:   Tue Dec 22 11:08:30 2020 +0100

    demo scene default

commit 22ec6b165614e081f66273a7ea0af1e582a41cd7
Author: Andre McGrail <an...
/feature-new-clouds
Andre McGrail 4 年前
当前提交
9b7c02b9
共有 35 个文件被更改,包括 4651 次插入1665 次删除
  1. 10
      Assets/Data/UniversalRP/PipelineAsset_High.asset
  2. 8
      Assets/Data/UniversalRP/PipelineAsset_Low.asset
  3. 2
      Assets/Data/UniversalRP/PipelineAsset_Medium.asset
  4. 2
      Assets/Materials/BlackoutBackface.mat
  5. 2
      Assets/Materials/Blocker.mat
  6. 2
      Assets/Materials/BushTest.mat
  7. 2
      Assets/Materials/Seaweed.mat
  8. 2
      Assets/Materials/Splash.mat
  9. 2
      Assets/Materials/StudioLight.mat
  10. 2
      Assets/Materials/StudioLight_Bright.mat
  11. 2
      Assets/Materials/Terrain.mat
  12. 12
      Assets/Objects/Levels/Island/Terrain_1_0.asset
  13. 16
      Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat
  14. 16
      Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
  15. 16
      Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
  16. 16
      Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
  17. 16
      Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
  18. 2
      Assets/Objects/props/props/Materials/Matr_Props.mat
  19. 64
      Assets/Scripts/Boat/Boat.cs
  20. 1
      Assets/Scripts/Editor/BoatControllerEditor.cs
  21. 995
      Assets/Shaders/CheckpointShader.shadergraph
  22. 995
      Assets/Shaders/Houses_Jetty.shadergraph
  23. 995
      Assets/Shaders/UtilityGraphs/PBR_HUE.ShaderGraph
  24. 995
      Assets/Shaders/UtilityGraphs/RaceBoats.ShaderGraph
  25. 1000
      Assets/Shaders/Vegetation/Vegetation.shadergraph
  26. 1000
      Assets/Shaders/Vegetation/VegetationDeformation.shadersubgraph
  27. 37
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  28. 20
      Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
  29. 8
      Packages/manifest.json
  30. 28
      Packages/packages-lock.json
  31. 4
      ProjectSettings/ProjectVersion.txt
  32. 2
      ProjectSettings/URPProjectSettings.asset
  33. 9
      ProjectSettings/VersionControlSettings.asset
  34. 33
      UserSettings/EditorUserSettings.asset

10
Assets/Data/UniversalRP/PipelineAsset_High.asset


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8
Assets/Data/UniversalRP/PipelineAsset_Low.asset


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2
Assets/Data/UniversalRP/PipelineAsset_Medium.asset


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Assets/Materials/BlackoutBackface.mat


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Assets/Materials/Blocker.mat


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Assets/Materials/BushTest.mat


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Assets/Materials/Seaweed.mat


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Assets/Materials/Splash.mat


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Assets/Materials/StudioLight.mat


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Assets/Materials/StudioLight_Bright.mat


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Assets/Materials/Terrain.mat


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12
Assets/Objects/Levels/Island/Terrain_1_0.asset
文件差异内容过多而无法显示
查看文件

16
Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat


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Assets/Objects/props/props/Materials/Matr_Props.mat


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64
Assets/Scripts/Boat/Boat.cs


private static readonly int LiveryPrimary = Shader.PropertyToID("_Color1");
private static readonly int LiveryTrim = Shader.PropertyToID("_Color2");
// debug
[SerializeField] internal bool debugControl = false;
if (debugControl)
{
Setup(1, true, RandomLivery());
}
_spawnPosition = transform.localToWorldMatrix;
TryGetComponent(out engine.RB);
}

private void Update()
{
UpdateLaps();
if (RaceManager.RaceStarted)
{
UpdateLaps();
if (RaceUi)
{
RaceUi.UpdatePlaceCounter(Place);
RaceUi.UpdateSpeed(engine.VelocityMag);
if (RaceUi)
{
RaceUi.UpdatePlaceCounter(Place);
RaceUi.UpdateSpeed(engine.VelocityMag);
}
}
}

{
if (!RaceManager.RaceStarted)
{
// race not started, make sure to keep boat fairly aligned.
var target = WaypointGroup.Instance.StartingPositions[_playerIndex];
Vector3 targetPosition = target.GetColumn(3);
Vector3 targetForward = target.GetColumn(2);
var t = transform;
var currentPosition = t.position;
var currentForward = t.forward;
if(WaypointGroup.Instance) AlignBoatWithStartingLine();
}
}
targetPosition.y = currentPosition.y;
engine.RB.AddForce((currentPosition - targetPosition) * 0.25f);
private void AlignBoatWithStartingLine()
{
// race not started, make sure to keep boat fairly aligned.
var target = WaypointGroup.Instance.StartingPositions[_playerIndex];
Vector3 targetPosition = target.GetColumn(3);
Vector3 targetForward = target.GetColumn(2);
var t = transform;
var currentPosition = t.position;
var currentForward = t.forward;
engine.RB.MoveRotation(Quaternion.LookRotation(Vector3.Slerp(currentForward, targetForward, 0.1f * Time.fixedDeltaTime)));
targetPosition.y = currentPosition.y;
engine.RB.AddForce((currentPosition - targetPosition) * 0.25f);
}
engine.RB.MoveRotation(Quaternion.LookRotation(Vector3.Slerp(currentForward, targetForward, 0.1f * Time.fixedDeltaTime)));
}
private void UpdateLaps()

[ContextMenu("Randomize")]
private void ColorizeInvoke()
{
Colorize(Color.black, Color.black, true);
Colorize(RandomLivery());
private void Colorize(Color primaryColor, Color trimColor, bool random = false)
private void Colorize(Color primaryColor, Color trimColor)
primaryColor = random ? ConstantData.GetRandomPaletteColor : primaryColor,
trimColor = random ? ConstantData.GetRandomPaletteColor : trimColor
primaryColor = primaryColor,
trimColor = trimColor
};
Colorize(livery);
}

engine.RB.position = resetPoint;
engine.RB.rotation = resetMatrix.rotation;
}
}
BoatLivery RandomLivery()
{
var livery = new BoatLivery
{
primaryColor = ConstantData.GetRandomPaletteColor,
trimColor = ConstantData.GetRandomPaletteColor
};
return livery;
}
}

1
Assets/Scripts/Editor/BoatControllerEditor.cs


}
EditorGUILayout.EndVertical();
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFoldoutHeaderGroup();

995
Assets/Shaders/CheckpointShader.shadergraph
文件差异内容过多而无法显示
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995
Assets/Shaders/Houses_Jetty.shadergraph
文件差异内容过多而无法显示
查看文件

995
Assets/Shaders/UtilityGraphs/PBR_HUE.ShaderGraph
文件差异内容过多而无法显示
查看文件

995
Assets/Shaders/UtilityGraphs/RaceBoats.ShaderGraph
文件差异内容过多而无法显示
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1000
Assets/Shaders/Vegetation/Vegetation.shadergraph
文件差异内容过多而无法显示
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1000
Assets/Shaders/Vegetation/VegetationDeformation.shadersubgraph
文件差异内容过多而无法显示
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37
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


{
float rawD = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_ScreenTextures_linear_clamp, uvs);
float d = LinearEyeDepth(rawD, _ZBufferParams);
return float2(d * additionalData.x - additionalData.y, (rawD * -_ProjectionParams.x) + (1-UNITY_REVERSED_Z));
// TODO: Changing the usage of UNITY_REVERSED_Z this way to fix testing, but I'm not sure the original code is correct anyway.
// In OpenGL, rawD should already have be remmapped before converting depth to linear eye depth.
#if UNITY_REVERSED_Z
float offset = 0;
#else
float offset = 1;
#endif
return float2(d * additionalData.x - additionalData.y, (rawD * -_ProjectionParams.x) + offset);
}
float WaterTextureDepth(float3 posWS)

IN.normal += half3(1-waterFX.y, 0.5h, 1-waterFX.z) - 0.5;
IN.normal = normalize(IN.normal);
// Distortion
half2 distortion = DistortionUVs(depth.x, IN.normal);
distortion = screenUV.xy + distortion;// * clamp(depth.x, 0, 5);
float d = depth.x;
depth.xz = AdjustedDepth(distortion, IN.additionalData);
distortion = depth.x < 0 ? screenUV.xy : distortion;
depth.x = depth.x < 0 ? d : depth.x;
// Fresnel
half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz);
//return fresnelTerm.xxxx;
half shadow = SoftShadows(screenUV, IN.posWS);
half shadow = SoftShadows(screenUV, IN.posWS, IN.viewDir.xyz, depth.x);
half3 GI = SampleSH(IN.normal);
// SSS

half foamMask = saturate(length(foamMap * foamBlend) * 1.5 - 0.1);
// Foam lighting
half3 foam = foamMask.xxx * (mainLight.shadowAttenuation * mainLight.color + GI);
// Distortion
half2 distortion = DistortionUVs(depth.x, IN.normal);
distortion = screenUV.xy + distortion;// * clamp(depth.x, 0, 5);
float d = depth.x;
depth.xz = AdjustedDepth(distortion, IN.additionalData);
distortion = depth.x < 0 ? screenUV.xy : distortion;
depth.x = depth.x < 0 ? d : depth.x;
// Fresnel
half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz);
//return fresnelTerm.xxxx;
BRDFData brdfData;
half alpha = 1;

20
Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl


#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#define SHADOW_ITERATIONS 4
half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS)
{
return saturate(pow(1.0 - dot(normalWS, viewDirectionWS), 5));//fresnel TODO - find a better place

}
//Soft Shadows
half SoftShadows(float3 screenUV, float3 positionWS)
half SoftShadows(float3 screenUV, float3 positionWS, half3 viewDir, half depth)
#if _MAIN_LIGHT_SHADOWS
uint loop = 4;
float loopDiv = 1.0 / loop;
for (uint i = 0u; i < loop; ++i)
float loopDiv = 1.0 / SHADOW_ITERATIONS;
half depthFrac = depth * loopDiv;
half3 lightOffset = -viewDir * depthFrac;
for (uint i = 0u; i < SHADOW_ITERATIONS; ++i)
float3 lightJitter = positionWS + jitterTexture.xzy * 2;
half3 j = jitterTexture.xzy * depthFrac * i * 0.1;
float3 lightJitter = (positionWS + j) + (lightOffset * (i + jitterTexture.y));
#else
return 1;
#endif
}
///////////////////////////////////////////////////////////////////////////////

8
Packages/manifest.json


{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.addressables": "1.14.2",
"com.unity.addressables": "1.16.10",
"com.unity.ide.visualstudio": "2.0.3",
"com.unity.ide.vscode": "1.2.2",
"com.unity.ide.visualstudio": "2.0.5",
"com.unity.ide.vscode": "1.2.3",
"com.unity.render-pipelines.universal": "10.1.0",
"com.unity.render-pipelines.universal": "10.2.2",
"com.unity.textmeshpro": "3.0.3",
"com.unity.timeline": "1.4.3",
"com.unity.ugui": "1.0.0",

28
Packages/packages-lock.json


"dependencies": {}
},
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},
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"version": "10.1.0",
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"com.unity.shadergraph": "10.1.0"
"com.unity.render-pipelines.core": "10.2.2",
"com.unity.shadergraph": "10.2.2"
"version": "1.11.1",
"version": "1.14.1",
"depth": 1,
"source": "registry",
"dependencies": {},

"url": "https://packages.unity.com"
},
"com.unity.shadergraph": {
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