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Tweaks to shadergraphs and baked water depth map

/main
André McGrail 6 年前
当前提交
cfbcafcc
共有 25 个文件被更改,包括 2515 次插入1336 次删除
  1. 5
      Assets/Materials/Seaweed.mat
  2. 5
      Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat
  3. 5
      Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
  4. 5
      Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
  5. 6
      Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
  6. 5
      Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
  7. 9
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_03.prefab
  8. 9
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Cave.prefab
  9. 9
      Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveExit.prefab
  10. 71
      Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
  11. 1
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  12. 1
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
  13. 1
      Packages/com.verasl.water-system/Scripts/Data/WaterSettingsData.asset
  14. 2
      Packages/com.verasl.water-system/Scripts/Data/WaterSurfaceData.asset
  15. 36
      Packages/com.verasl.water-system/Scripts/Water.cs
  16. 92
      Packages/com.verasl.water-system/Shaders/RGB Split.shadersubgraph
  17. 433
      Packages/com.verasl.water-system/Shaders/WaterCaustics.shadergraph
  18. 4
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  19. 1001
      Assets/Shaders/Graphs/CliffShader.ShaderGraph
  20. 895
      Assets/Textures/Water/WaterDepth.png
  21. 123
      Assets/Textures/Water/WaterDepth.png.meta
  22. 156
      Packages/com.verasl.water-system/Shaders/WorldPositionReconstructionFromDepth.shadersubgraph
  23. 10
      Packages/com.verasl.water-system/Shaders/WorldPositionReconstructionFromDepth.shadersubgraph.meta
  24. 967
      Assets/Shaders/Graphs/PackedPBR.ShaderGraph
  25. 0
      /Assets/Shaders/Graphs/CliffShader.ShaderGraph.meta

5
Assets/Materials/Seaweed.mat


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5
Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat


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5
Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat


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5
Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat


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6
Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat


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5
Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat


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9
Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_03.prefab


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9
Assets/Objects/environment/Cliffs/Prefabs/Hero_Cave.prefab


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Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveExit.prefab


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71
Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
文件差异内容过多而无法显示
查看文件

1
Assets/Shaders/Vegetation/LWVegetationShader.shader


#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
#endif
return 1;
}

1
Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl


{
half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
return 1;
}

1
Packages/com.verasl.water-system/Scripts/Data/WaterSettingsData.asset


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2
Packages/com.verasl.water-system/Scripts/Data/WaterSurfaceData.asset


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36
Packages/com.verasl.water-system/Scripts/Water.cs


public bool computeOverride;
RenderTexture _depthTex;
public Texture _bakedDepthTex;
private Camera _depthCam;
[SerializeField]
private Texture2D _rampTexture;

[SerializeField]
private WaterResources resources;
private float waterTime = 0;
private void OnValidate()
{
Init();
}
void OnEnable()
{

{
SetWaves();
GenerateColorRamp();
CaptureDepthMap();
if (_bakedDepthTex)
{
Shader.SetGlobalTexture("_WaterDepthMap", _bakedDepthTex);
}
}
void Update()

}
}
void GenerateVertexColors()
{
Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
Vector3[] vertices = mesh.vertices;
// create new colors array where the colors will be created.
Color[] colors = new Color[vertices.Length];
RaycastHit hit;
for (int i = 0; i < vertices.Length; i++)
{
colors[i] = Color.black;
//seafloor Depth
if (Physics.Raycast(vertices[i], -Vector3.up, out hit))
colors[i].r = hit.distance;
}
// assign the array of colors to the Mesh.
mesh.colors = colors;
}
_rampTexture = new Texture2D(128, 4, TextureFormat.ARGB32, false, false);
if(_rampTexture == null)
_rampTexture = new Texture2D(128, 4, TextureFormat.ARGB32, false, false);
_rampTexture.wrapMode = TextureWrapMode.Clamp;
Texture2D _defaultFoamRamp = resources.defaultFoamRamp;

92
Packages/com.verasl.water-system/Shaders/RGB Split.shadersubgraph
文件差异内容过多而无法显示
查看文件

433
Packages/com.verasl.water-system/Shaders/WaterCaustics.shadergraph
文件差异内容过多而无法显示
查看文件

4
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


screenUV.xyz /= screenUV.w;
// shallows mask
half waterDepth = UNITY_REVERSED_Z + SAMPLE_DEPTH_TEXTURE_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, (input.posWS.xz * 0.002) + 0.5, 1).r * _ProjectionParams.x;
half waterDepth = UNITY_REVERSED_Z + SAMPLE_DEPTH_TEXTURE_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, (input.posWS.xz * half2(0.002, -0.002)) + 0.5, 1).r * _ProjectionParams.x;
waterDepth = ((waterDepth * _depthCamZParams.y) - 4 - _depthCamZParams.x);
input.posWS.y += saturate((1 - waterDepth) * 0.6 - 0.5);

IN.normal += half3(1-waterFX.y, 0.5h, 1-waterFX.z) - 0.5;
// Depth
float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * 0.002) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * half2(0.002, -0.002)) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
// Distortion
half2 distortion = DistortionUVs(depth.x, IN.normal);

1001
Assets/Shaders/Graphs/CliffShader.ShaderGraph
文件差异内容过多而无法显示
查看文件

895
Assets/Textures/Water/WaterDepth.png
文件差异内容过多而无法显示
查看文件

123
Assets/Textures/Water/WaterDepth.png.meta


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10
Packages/com.verasl.water-system/Shaders/WorldPositionReconstructionFromDepth.shadersubgraph.meta


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967
Assets/Shaders/Graphs/PackedPBR.ShaderGraph
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/Assets/Shaders/Graphs/PackedPBR.ShaderGraph.meta → /Assets/Shaders/Graphs/CliffShader.ShaderGraph.meta

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