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/demo-work-customrenderer
André McGrail 5 年前
当前提交
bdc8378b
共有 24 个文件被更改,包括 967 次插入908 次删除
  1. 2
      Assets/Data/PipelineAsset.asset
  2. 4
      Assets/Materials/Splash.mat
  3. 74
      Assets/Objects/Levels/Island/Dynamic Objects.prefab
  4. 979
      Assets/Objects/boats/Interceptor.fbx
  5. 510
      Assets/Objects/boats/Prefabs/_Boat.prefab
  6. 23
      Assets/Objects/props/props/Prefabs/Arrow.prefab
  7. 13
      Assets/Scripts/Boat/AIcontroller.cs
  8. 63
      Assets/Scripts/Boat/BoatController.cs
  9. 37
      Assets/Scripts/Boat/Engine.cs
  10. 2
      Assets/Scripts/Boat/HumanController.cs
  11. 6
      Assets/Scripts/GameSystem/RaceManager.cs
  12. 26
      Assets/Scripts/GameSystem/WaypointGroup.cs
  13. 4
      Assets/Shaders/Blocker.shader
  14. 44
      Assets/Shaders/Graphs/CliffShader.ShaderGraph
  15. 28
      Assets/scenes/Island.unity
  16. 19
      Packages/com.verasl.water-system/Scripts/BuoyantObject.cs
  17. 4
      Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs
  18. 7
      Packages/com.verasl.water-system/Scripts/Water.cs
  19. 8
      ProjectSettings/DynamicsManager.asset
  20. 14
      ProjectSettings/QualitySettings.asset
  21. 8
      Assets/Shaders/PackedPBR.meta
  22. 0
      /Assets/Data/PipelineAsset.asset.meta
  23. 0
      /Assets/Data/PipelineAsset.asset

2
Assets/Data/PipelineAsset.asset


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4
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74
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979
Assets/Objects/boats/Interceptor.fbx
文件差异内容过多而无法显示
查看文件

510
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13
Assets/Scripts/Boat/AIcontroller.cs


public NavMeshPath navPath;//navigation path;
private Vector3[] pathPoint = null;
public Vector3 curWPPos;
public float curWPsize;
public int curPoint = 0;
public int curWP = 0;
public bool foundPath;

// Use this for initialization
void Start ()
{
engine = GetComponent<Engine> ();// find the engine for the boat
//CalculatePath (targetPos);//calculate path to target
}
// Update is called once per frame

void AssignWP(WaypointGroup.Waypoint wp)
{
curWPsize = wp.WPwidth;
Vector3 offset = Random.insideUnitSphere * curWPsize;
offset.y = 0f;
curWPPos = wp.point + offset;
var offset = (Random.value * 2f - 1f) * wp.WPwidth * Vector3.left;
curWPPos = wp.point + wp.rotation * offset;
curWP++;
if (curWP >= WaypointGroup.Instance.WPs.Count)
curWP = 0;

63
Assets/Scripts/Boat/BoatController.cs


using System;
using UnityEngine;
using System.Collections;
using Cinemachine;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;

public Color PrimaryColor; // Boat primary colour
public Color TrimColor; // Boat secondary colour
public Renderer boatRenderer; // The renderer for the boat mesh
public Engine engine;
public CinemachineVirtualCamera cam;
Random.InitState(this.gameObject.GetInstanceID() + DateTime.Now.Millisecond + DateTime.UtcNow.Second);
Randomize();
Colourize(); // Update the colour material property block
}

Colourize();
if (Human == true)
gameObject.AddComponent<HumanController>(); // Adds a human controller if human
if (Human)
{
gameObject.AddComponent<HumanController>().engine = engine; // Adds a human controller if human
}
gameObject.AddComponent<AIcontroller>(); // Adds an AI controller if AI
{
gameObject.AddComponent<AIcontroller>().engine = engine; // Adds an AI controller if AI
}
}
/// <summary>

{
if (RandomizeColors)
Randomize();
if (boatRenderer)
{
if (Application.isEditor)

void Randomize()
{
if (RandomizeColors)
{
var H = Random.Range(0f, 1f);
var S = 0f;
var V = 0.9f;
var rand = Random.insideUnitCircle;
Random.InitState(this.gameObject.GetInstanceID() + DateTime.Now.Millisecond + DateTime.UtcNow.Second);
var H = Random.Range(0f, 1f);
var S = 0f;
var V = 0.9f;
var rand = Random.insideUnitCircle;
if (rand.x > 0.5f)
S = 0f;
else
S = 0.9f;
if (rand.y > 0.8f)
V = 0f;
else
V = Random.Range(0.5f, 0.9f);
if (rand.x > 0.5f)
S = 0f;
else
S = 0.9f;
if (rand.y > 0.8f)
V = 0f;
else
V = Random.Range(0.5f, 0.9f);
var h2 = Mathf.Repeat(H + (rand.x + rand.y > 0 ? 0.5f : 0f), 1f);
var s2 = S <= 0.1f ? 0.9f : Random.Range(0.5f, 0.9f);
PrimaryColor = Color.HSVToRGB(H, S, V);
TrimColor = Color.HSVToRGB(h2, s2, 1f - V);
}
var h2 = Mathf.Repeat(H + (rand.x + rand.y > 0 ? 0.5f : 0f), 1f);
var s2 = S <= 0.1f ? 0.9f : Random.Range(0.5f, 0.9f);
PrimaryColor = Color.HSVToRGB(H, S, V);
TrimColor = Color.HSVToRGB(h2, s2, 1f - V);
}
}

37
Assets/Scripts/Boat/Engine.cs


{
public class Engine : MonoBehaviour
{
private Rigidbody RB; // The rigid body attatched to the boat
public Vector3 vel; // Boats velocity
public Rigidbody RB; // The rigid body attatched to the boat
public float vel; // Boats velocity
private float turnVel = 0f;
public float torque = 5f;
public float turnAngle = 45f;
private float3[] point = new float3[1]; // engine submerged check
private float3[] heights = new float3[1]; // engine submerged check
private int _guid;

void Awake()
{
RB = gameObject.GetComponent<Rigidbody>(); // get the RB
engineSound.time = UnityEngine.Random.Range(0f, engineSound.clip.length); // randomly start the engine sound
waterSound.time = UnityEngine.Random.Range(0f, waterSound.clip.length); // randomly start the water sound

void FixedUpdate()
{
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.sqrMagnitude; // get the sqr mag
engineSound.pitch = Mathf.Max(vel * 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);

/// <param name="modifier">Acceleration modifier, adds force in the 0-1 range</param>
public void Accel(float modifier)
{
if (yHeight > -0.1f) // if the engine is deeper than 0.1
if (yHeight > -0.2f) // 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
Vector3 forward = Vector3.Slerp(RB.transform.forward, transform.forward, 0.2f);
//forward.y = 0f;
//forward.Normalize();
RB.AddForceAtPosition(forward * modifier * horsePower, point[0], ForceMode.Acceleration); // add force forward based on input and horsepower
RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
}
}

/// <param name="modifier">Steering modifier, positive for right, negative for negative</param>
public void Turn(float modifier)
{
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
}
var curAngle = transform.localEulerAngles.y;
var angle = Mathf.SmoothDampAngle(curAngle, -modifier * turnAngle, ref turnVel, 0.2f);
transform.localEulerAngles = new Vector3(0f, angle, 0f);
//RB.AddRelativeTorque(vel * -0.001f * new Vector3(0f, angle > 180 ? angle - 360 : angle, 0f), ForceMode.Acceleration); // add torque based on input and torque amount
}
// Draw some helper gizmos

2
Assets/Scripts/Boat/HumanController.cs


controls.BoatControls.Steering.performed += context => steering = context.ReadValue<float>();
controls.BoatControls.Steering.canceled += context => steering = 0f;
engine = GetComponent<Engine>(); // get the engine script
}
private void OnEnable()

6
Assets/Scripts/GameSystem/RaceManager.cs


private void OnEnable()
{
WaypointGroup.Instance.reverse = raceData.reversed;
WaypointGroup.Instance.Setup();
CreateBoats();
}

var matrix = WaypointGroup.Instance.startingPositons[i];
GameObject boatObject = Instantiate(boat.boatPrefab, matrix.GetColumn(3), Quaternion.LookRotation(matrix.GetColumn(2))) as GameObject;
boatObject.name = boat.boatName;
BoatController boatController = boatObject.GetComponent<BoatController>();
boatController.Human = boat.Human;
boatController.cam.gameObject.layer = LayerMask.NameToLayer("Player" + (i + 1));
i++;
}
}

26
Assets/Scripts/GameSystem/WaypointGroup.cs


public float raceDelay = 4f;
public bool raceStarted = false;
[NonSerialized]
[NonSerialized]
public Matrix4x4[] startingPositons = new Matrix4x4[4];
[SerializeField] public List<Waypoint> WPs = new List<Waypoint>();

void Awake()
{
Instance = this;
if (reverse)
WPs.Reverse();
Invoke("StartRace", raceDelay);
GetStartPositions();
public void StartRace()
public void Setup()
raceStarted = true;
if (reverse)
{
WPs.Reverse();
WPs.Insert(0, WPs[WPs.Count - 1]);
WPs.RemoveAt(WPs.Count - 1);
}
GetStartPositions();
}
[Serializable]

{
var position = WPs[0].point;
var rotation = WPs[0].rotation;
if(reverse)
rotation *= Quaternion.AngleAxis(180f, Vector3.up);
var pos = new Vector3(i % 2 == 0 ? 3f : -3f, 0f, (i * 6f) + 4f);
pos.z = reverse ? pos.z : -pos.z;
var pos = new Vector3(i % 2 == 0 ? 3f : -3f, 0f, i * 6f + 4f);
pos.z = -pos.z;
startingPositons[i].SetTRS(position, rotation, Vector3.one);
startingPositons[i] *= Matrix4x4.Translate(pos);

4
Assets/Shaders/Blocker.shader


}
SubShader
{
Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"}
Tags{"RenderType" = "Opaque" "RenderPipeline" = "Universal" "IgnoreProjector" = "True"}
LOD 100
Cull front

#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
float4 vert (float4 vertex : POSITION) : SV_POSITION
{

44
Assets/Shaders/Graphs/CliffShader.ShaderGraph
文件差异内容过多而无法显示
查看文件

28
Assets/scenes/Island.unity


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19
Packages/com.verasl.water-system/Scripts/BuoyantObject.cs


// Further tweaks by Andre McGrail
//
//
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;

if (wp.y - voxelResolution < waterLevel)
{
float k = (waterLevel - (wp.y - voxelResolution)) / (voxelResolution * 2f);
if (k > 1)
{
k = 1f;
}
else if (k < 0)
{
k = 0f;
}
float k = Mathf.Clamp01(waterLevel - (wp.y - voxelResolution)) / (voxelResolution * 2f);
var localDampingForce = -velocity * DAMPFER * RB.mass;
var localDampingForce = DAMPFER * RB.mass * -velocity;
var force = localDampingForce + Mathf.Sqrt(k) * localArchimedesForce;//\
RB.AddForceAtPosition(force, wp);

private void SliceIntoVoxels()
{
UnityEngine.Quaternion rot = transform.rotation;
Quaternion rot = transform.rotation;
transform.SetPositionAndRotation(Vector3.zero, UnityEngine.Quaternion.identity);
transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
transform.localScale = Vector3.one;
voxels = null;

4
Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs


GL.invertCulling = false;
RenderSettings.fog = true;
QualitySettings.maximumLODLevel = 0;
QualitySettings.lodBias = 8;
QualitySettings.maximumLODLevel = max;
QualitySettings.lodBias = bias;
Shader.SetGlobalTexture(planarReflectionTextureID, m_ReflectionTexture);
}
}

7
Packages/com.verasl.water-system/Scripts/Water.cs


waterTime = Time.time;
Shader.SetGlobalFloat("_GlobalTime", waterTime);
}
private void LateUpdate() {
if(Application.isPlaying)
GerstnerWavesJobs.UpdateHeights();
}
public void FragWaveNormals(bool toggle)
{
Material mat = GetComponent<Renderer>().sharedMaterial;

8
ProjectSettings/DynamicsManager.asset


--- !u!55 &1
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m_ObjectHideFlags: 0
serializedVersion: 10
serializedVersion: 13
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2

m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1
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m_BroadphaseType: 0
m_WorldBounds:

m_FrictionType: 0
m_EnableEnhancedDeterminism: 0
m_EnableUnifiedHeightmaps: 1
m_SolverType: 0
m_DefaultMaxAngularSpeed: 7

14
ProjectSettings/QualitySettings.asset


antiAliasing: 0
softParticles: 1
softVegetation: 1
realtimeReflectionProbes: 1
billboardsFaceCameraPosition: 1
realtimeReflectionProbes: 0
billboardsFaceCameraPosition: 0
lodBias: 8
lodBias: 3
streamingMipmapsActive: 0
streamingMipmapsActive: 1
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsRenderersPerFrame: 64
streamingMipmapsMaxLevelReduction: 4
particleRaycastBudget: 4096
particleRaycastBudget: 1024
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 4
asyncUploadPersistentBuffer: 1

8
Assets/Shaders/PackedPBR.meta


fileFormatVersion: 2
guid: 169ccfffe27834dd89f43a5f0edc67ec
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

/Assets/Data/LightweightAsset.asset.meta → /Assets/Data/PipelineAsset.asset.meta

/Assets/Data/LightweightAsset.asset → /Assets/Data/PipelineAsset.asset

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