浏览代码

Assorted changes

- Broke Environment Objects into smaller prefabs
- Added emission to Houses
- Day/Night now has night, also applies lighting to houses and changes time in play mode
- Fixed boat engine not moving much when steering
- Added additional light support to water
- Added animated noise to water shadow jitter
/demo-work
André McGrail 5 年前
当前提交
d04cafcb
共有 32 个文件被更改,包括 8875 次插入1238 次删除
  1. 138
      Assets/Objects/Levels/Island/Dynamic Objects.prefab
  2. 999
      Assets/Objects/Levels/Island/Environment Objects.prefab
  3. 28
      Assets/Objects/props/houses/Materials/Matr_BuildingsJettys.mat
  4. 2
      Assets/Objects/props/houses/Prefabs/House01.prefab
  5. 2
      Assets/Objects/props/houses/Prefabs/House02.prefab
  6. 2
      Assets/Scripts/Boat/Engine.cs
  7. 29
      Assets/Scripts/Environment/DayNightController.cs
  8. 166
      Assets/Shaders/Clouds/CloudShader.shadergraph
  9. 273
      Assets/scenes/Island.unity
  10. 2
      Packages/com.verasl.water-system/Shaders/Water.shader
  11. 25
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  12. 8
      Assets/Objects/Levels/Island/Environment Objects Prefabs.meta
  13. 1001
      Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_Emission.tif
  14. 91
      Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_Emission.tif.meta
  15. 281
      Assets/Shaders/Houses_Jetty.shadergraph
  16. 10
      Assets/Shaders/Houses_Jetty.shadergraph.meta
  17. 1001
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings.prefab
  18. 7
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings.prefab.meta
  19. 1001
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Bush.prefab
  20. 7
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Bush.prefab.meta
  21. 1001
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_BushCards.prefab
  22. 7
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_BushCards.prefab.meta
  23. 1001
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Rocks.prefab
  24. 7
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Rocks.prefab.meta
  25. 1001
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Seaweed.prefab
  26. 7
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Seaweed.prefab.meta
  27. 1001
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Trees.prefab
  28. 7
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Trees.prefab.meta
  29. 1001
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab
  30. 7
      Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab.meta

138
Assets/Objects/Levels/Island/Dynamic Objects.prefab


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999
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文件差异内容过多而无法显示
查看文件

28
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2
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2
Assets/Scripts/Boat/Engine.cs


currentAngle = Mathf.SmoothDampAngle(currentAngle,
60f * -modifier,
ref turnVel,
0.1f,
0.5f,
10f,
Time.fixedTime);
transform.localEulerAngles = new Vector3(0f, currentAngle, 0f);

29
Assets/Scripts/Environment/DayNightController.cs


{
[Range(0, 1)]
public float _time = 0.5f; // the global 'time'
public bool _autoIcrement;
public float _speed = 1f;
public static float GlobalTime;
public Transform clouds;
[Range(-180, 180)]
public float cloudOffset = 0f;
// Sunlight
[Header("Sun Settings")]
public Light _sun; // sun light

public Transform clouds;
[Range(0, 90)] public float _tilt = 60f;
//Ambient light
[Header("Ambient Lighting")]

[Header("Fog Settings")]
[Header("Fog Settings")][GradientUsage(true)]
public Gradient _fogColour; // fog colour over time
// vars

// Update is called once per frame
void Update()
{
if (_autoIcrement && Application.isPlaying)
{
var t = Mathf.PingPong(Time.time * _speed, 1);
_time = t * 0.5f + 0.25f;
}
GlobalTime = _time;
// do update
if (_sun)
{

_sun.transform.rotation *= Quaternion.AngleAxis((_time * 180f) - 90f, Vector3.right); // time of day
_sun.transform.rotation *= Quaternion.AngleAxis(_tilt, Vector3.up);
_sun.transform.rotation *= Quaternion.AngleAxis((_time * 360f) - 180f, Vector3.right); // time of day
_sun.color = _sunColour.Evaluate(_time);
_sun.color = _sunColour.Evaluate(Mathf.Clamp01(_time * 2f - 0.5f));
}
if (_skybox)
{

if (clouds)
{
clouds.eulerAngles = new Vector3(0f, _time * 45f, 0f);
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
}

166
Assets/Shaders/Clouds/CloudShader.shadergraph
文件差异内容过多而无法显示
查看文件

273
Assets/scenes/Island.unity


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


// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
//--------------------------------------

25
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


half depthMulti = 1 / _MaxDepth;
// Lighting
float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy).xyz * 2 - 1;
half2 jitterUV = screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy;
#ifndef _STATIC_WATER
jitterUV += frac(_Time.zw);
#endif
float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, jitterUV).xyz * 2 - 1;
// SSS
half3 sss = 1 * (shadow * mainLight.color + GI);
// Foam
half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, IN.uv.zw).rgb; //r=thick, g=medium, b=light

half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz);
BRDFData brdfData;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, 1, brdfData);
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.9, 1, brdfData);
#ifdef _ADDITIONAL_LIGHTS
uint pixelLightCount = GetAdditionalLightsCount();
for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
{
Light light = GetAdditionalLight(lightIndex, IN.posWS);
spec += LightingPhysicallyBased(brdfData, light, IN.normal, IN.viewDir);
sss += light.distanceAttenuation * light.color;
}
#endif
sss *= Scattering(depth.x * depthMulti);
// Reflections
half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, fresnelTerm, 0.0);

half3 refraction = Refraction(distortion, depth.x, depthMulti);
// SSS
half3 sss = Scattering(depth.x * depthMulti) * (shadow * mainLight.color + GI);
// Final Colouring
half3 diffuse = refraction + sss;

8
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Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_Emission.tif
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91
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Assets/Shaders/Houses_Jetty.shadergraph
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10
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Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Seaweed.prefab.meta


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Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Trees.prefab
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Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Trees.prefab.meta


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Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab
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Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab.meta


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