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Merge pull request #47 from Verasl/Update-to-package-7.0.0

Update to package 7.0.0
/2019.3-marc
GitHub 5 年前
当前提交
c05078fa
共有 106 个文件被更改,包括 3656 次插入3140 次删除
  1. 1
      Assets/Data/BoatDemoRenderer.asset
  2. 8
      Assets/Data/LightweightAsset.asset
  3. 54
      Assets/Objects/Levels/Island/FX.prefab
  4. 23
      Assets/Objects/boats/Maps/Interceptor_AlbedoAO.tif.meta
  5. 6
      Assets/Objects/boats/Maps/Interceptor_MRLL.tif.meta
  6. 27
      Assets/Objects/boats/Maps/Interceptor_Normal.tif.meta
  7. 21
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_Normal.png.meta
  8. 981
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png
  9. 17
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png.meta
  10. 21
      Assets/Objects/environment/Trees/Materials/Softvegetation.mat
  11. 20
      Assets/Objects/environment/Trees/Materials/Trees.mat
  12. 18
      Assets/Objects/environment/Trees/Materials/Trees_billboards.mat
  13. 4
      Assets/Scripts/GameSystem/AppSettings.cs
  14. 8
      Assets/Scripts/System/MiniProfiler.cs
  15. 164
      Assets/Shaders/Graphs/CliffShader.ShaderGraph
  16. 102
      Assets/Shaders/Graphs/CustomTerrain.ShaderGraph
  17. 38
      Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
  18. 165
      Assets/Shaders/Graphs/RaceBoats.ShaderGraph
  19. 4
      Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl
  20. 17
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  21. 5
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
  22. 8
      Assets/Shaders/Vegetation/Vegetation.hlsl
  23. 31
      Assets/Textures/VP_hdri_skydome_13.exr.meta
  24. 368
      Assets/scenes/Island.unity
  25. 20
      Assets/scenes/Island/MainIsland.asset
  26. 6
      Packages/com.verasl.water-system/Editor/PlanarSettingsDrawer.cs
  27. 8
      Packages/com.verasl.water-system/Editor/WaterSystem.editor.asmdef
  28. 15
      Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs
  29. 12
      Packages/com.verasl.water-system/Scripts/Rendering/WaterCausticsFeature.cs
  30. 14
      Packages/com.verasl.water-system/Scripts/Rendering/WaterFXFeature.cs
  31. 8
      Packages/com.verasl.water-system/Scripts/Water.cs
  32. 12
      Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef
  33. 4
      Packages/com.verasl.water-system/Shaders/InfiniteWater.shader
  34. 4
      Packages/com.verasl.water-system/Shaders/Water.shader
  35. 2
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  36. 4
      Packages/com.verasl.water-system/Shaders/WaterFXFoamOnly.shader
  37. 4
      Packages/com.verasl.water-system/Shaders/WaterFXShader.shader
  38. 2
      Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
  39. 2
      Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
  40. 2
      Packages/com.verasl.water-system/package.json
  41. 6
      Packages/manifest.json
  42. 15
      ProjectSettings/EditorBuildSettings.asset
  43. 5
      ProjectSettings/GraphicsSettings.asset
  44. 16
      ProjectSettings/InputManager.asset
  45. 15
      ProjectSettings/ProjectSettings.asset
  46. 4
      ProjectSettings/ProjectVersion.txt
  47. 2
      ProjectSettings/QualitySettings.asset
  48. 143
      Assets/Objects/boats/PlayerBoat.fbx
  49. 127
      Assets/Objects/boats/PlayerBoat.fbx.meta
  50. 166
      Assets/Shaders/Graphs/RaceBoatLiveryMixer.shadersubgraph
  51. 10
      Assets/Shaders/Graphs/RaceBoatLiveryMixer.shadersubgraph.meta
  52. 127
      Assets/Shaders/Graphs/SmoothCurve.shadersubgraph
  53. 10
      Assets/Shaders/Graphs/SmoothCurve.shadersubgraph.meta
  54. 157
      Assets/Shaders/Graphs/SmoothTriangleWave.shadersubgraph
  55. 10
      Assets/Shaders/Graphs/SmoothTriangleWave.shadersubgraph.meta
  56. 91
      Assets/Shaders/Graphs/TriangleWave.shadersubgraph
  57. 10
      Assets/Shaders/Graphs/TriangleWave.shadersubgraph.meta
  58. 414
      Assets/Shaders/Graphs/Vegetation.shadergraph
  59. 10
      Assets/Shaders/Graphs/Vegetation.shadergraph.meta
  60. 696
      Assets/Shaders/Graphs/VegetationDeformation.shadersubgraph
  61. 10
      Assets/Shaders/Graphs/VegetationDeformation.shadersubgraph.meta
  62. 12
      Assets/Shaders/Vegetation/LODCrossfade.hlsl
  63. 9
      Assets/Shaders/Vegetation/LODCrossfade.hlsl.meta
  64. 280
      Assets/scenes/Island/GlobalFX Profile.asset
  65. 8
      Assets/scenes/Island/GlobalFX Profile.asset.meta
  66. 669
      Assets/scenes/Testing/VegetationShader.unity
  67. 7
      Assets/scenes/Testing/VegetationShader.unity.meta
  68. 133
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_Cliffs_AlbedoRoughness.tif.meta
  69. 137
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_Cliffs_NormalAO.tif.meta
  70. 133
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_HeroCave_AlbedoRoughness.tif.meta
  71. 131
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_HeroCave_NormalAO.tif.meta
  72. 133
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_HeroLarge_AlbedoRoughness.tif.meta
  73. 137
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_HeroLarge_NormalAO.tif.meta
  74. 133
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_Rocks_AlbedoRoughness.tif.meta
  75. 131
      Assets/Objects/environment/Cliffs/Maps/Env_Rocks_Hi_Env_Rocks_NormalAO.tif.meta
  76. 90
      Assets/Objects/environment/Cliffs/Maps/Ambient Occlusion Map from Mesh defaultMat.png.meta
  77. 40
      Assets/Objects/environment/Cliffs/Maps/Cave.json
  78. 7
      Assets/Objects/environment/Cliffs/Maps/Cave.json.meta
  79. 40
      Assets/Objects/environment/Cliffs/Maps/Cliff.json
  80. 7
      Assets/Objects/environment/Cliffs/Maps/Cliff.json.meta
  81. 40
      Assets/Objects/environment/Cliffs/Maps/Cliff_Full_01.json
  82. 7
      Assets/Objects/environment/Cliffs/Maps/Cliff_Full_01.json.meta
  83. 90
      Assets/Objects/environment/Cliffs/Maps/Curvature defaultMat.png.meta
  84. 40
      Assets/Objects/environment/Cliffs/Maps/Hero.json
  85. 7
      Assets/Objects/environment/Cliffs/Maps/Hero.json.meta
  86. 101
      Assets/Objects/environment/Cliffs/Maps/Normal Map from Mesh defaultMat.png.meta

1
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文件差异内容过多而无法显示
查看文件

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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);

164
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

165
Assets/Shaders/Graphs/RaceBoats.ShaderGraph
文件差异内容过多而无法显示
查看文件

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 );

31
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368
Assets/scenes/Island.unity


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20
Assets/scenes/Island/MainIsland.asset
文件差异内容过多而无法显示
查看文件

6
Packages/com.verasl.water-system/Editor/PlanarSettingsDrawer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering.LWRP;

EditorGUI.Slider(offsetRect, offset, -0.500f, 0.500f);
var layerMask = property.FindPropertyRelative("m_ReflectLayers");
EditorGUI.PropertyField(layerMaskRect, layerMask);
var shadows = property.FindPropertyRelative("m_Shadows");
EditorGUI.PropertyField(shadowRect, shadows);
// Set indent back to what it was
EditorGUI.indentLevel = indent;

8
Packages/com.verasl.water-system/Editor/WaterSystem.editor.asmdef


{
"name": "WaterSystem.Editor",
"references": [
"WaterSystem",
"Unity.Burst.Editor"
"GUID:eee6090a63a1e48e6857869e0cbe74dc",
"GUID:b75d3cd3037d383a8d1e2f9a26d73d8a"
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],

"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
"defineConstraints": [],
"versionDefines": []
}

15
Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs


using Unity.Mathematics;
using UnityEngine.Rendering.Universal;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Serialization;

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>();
lwrpCamData.renderShadows = true; // turn off shadows for the reflection 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;
var reflectionCamera = go.GetComponent<Camera>();

UpdateReflectionCamera(camera);
m_ReflectionCamera.cameraType = camera.cameraType;
var res = ReflectionResolution(camera, LightweightRenderPipeline.asset.renderScale);
var res = ReflectionResolution(camera, UniversalRenderPipeline.asset.renderScale);
bool useHDR10 = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
bool useHDR10 = true;// SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
RenderTextureFormat hdrFormat =
useHDR10 ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;
m_ReflectionTexture = RenderTexture.GetTemporary(res.x, res.y, 16,

m_ReflectionCamera.targetTexture = m_ReflectionTexture;
LightweightRenderPipeline.RenderSingleCamera(context, m_ReflectionCamera);
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

12
Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef


{
"name": "WaterSystem",
"references": [
"Unity.Mathematics",
"Unity.RenderPipelines.Lightweight.Runtime",
"Unity.RenderPipelines.Core.Runtime",
"Unity.Burst"
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:15fc0a57446b3144c949da3e2b9737a9",
"GUID:df380645f10b7bc4b97d4f5eb6303d95",
"GUID:2665a8d13d1b3f18800f46e256720795"
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,

"defineConstraints": []
"defineConstraints": [],
"versionDefines": []
}

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"
}
}

6
Packages/manifest.json


{
"registry": "https://staging-packages.unity.com",
"dependencies": {
"com.unity.burst": "1.1.0-preview.2",
"com.unity.burst": "1.1.1",
"com.unity.mathematics": "1.0.1",
"com.unity.render-pipelines.lightweight": "6.7.1",
"com.unity.mathematics": "1.1.0",
"com.unity.render-pipelines.universal": "7.0.0",
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.1.0",
"com.unity.ugui": "1.0.0",

15
ProjectSettings/EditorBuildSettings.asset


m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
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path: Assets/Scenes/MainMenu.unity
guid: c817c1b09586c49e5b4a849ce1cf119b
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path: Assets/Scenes/Testing/InfiniteWater.unity
guid: a4f30a5533dd641a082edd674898ac23
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path: Assets/Scenes/Testing/WaterPerf.unity
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guid: 155735d9e915762488521091e2976259
m_configObjects: {}

5
ProjectSettings/GraphicsSettings.asset


--- !u!30 &1
GraphicsSettings:
m_ObjectHideFlags: 0
serializedVersion: 12
serializedVersion: 13
m_Deferred:
m_Mode: 1
m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}

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m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}

m_LightsUseLinearIntensity: 1
m_LightsUseColorTemperature: 0
m_LogWhenShaderIsCompiled: 0
m_AllowEnlightenSupportForUpgradedProject: 1

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
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joyNum: 0

15
ProjectSettings/ProjectSettings.asset


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XboxOneAllowedProductIds: []
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4
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2019.3.0a4
m_EditorVersionWithRevision: 2019.3.0a4 (7368acd360f4)
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2
ProjectSettings/QualitySettings.asset


skinWeights: 2
textureQuality: 0
anisotropicTextures: 1
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