浏览代码

Assorted tweaks

- Added Speedboat
- Worked on cloud placement
- Tweaked water shader
/demo-work
André McGrail 5 年前
当前提交
eb377391
共有 73 个文件被更改,包括 7634 次插入1623 次删除
  1. 2
      Assets/Data/WaterSettingsData.asset
  2. 38
      Assets/Data/WaterSurfaceData.asset
  3. 7
      Assets/Materials/Splash.mat
  4. 3
      Assets/Objects/boats/_waterFoam.mat
  5. 5
      Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat
  6. 4
      Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
  7. 5
      Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
  8. 5
      Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
  9. 4
      Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
  10. 278
      Assets/Objects/environment/Clouds/Clouds Variant.prefab
  11. 10
      Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_MetallicSmoothness.tif.meta
  12. 992
      Assets/Objects/props/props/Prefabs/Arrow.prefab
  13. 992
      Assets/Objects/props/props/Prefabs/Buoy.prefab
  14. 3
      Assets/Scripts/Boat/BoatController.cs
  15. 12
      Assets/Scripts/Boat/Engine.cs
  16. 150
      Assets/Shaders/Graphs/CliffShader.ShaderGraph
  17. 12
      Assets/Shaders/Graphs/RaceBoats.ShaderGraph
  18. 6
      Assets/Textures/Test/Shader Graphs_CloudShader.mat
  19. 16
      Assets/Textures/Water/WaterSplashes.tif.meta
  20. 18
      Assets/Textures/normalNoise.png.meta
  21. 743
      Assets/scenes/Island.unity
  22. 172
      Assets/scenes/Testing/Water.unity
  23. 16
      Assets/scenes/Testing/Water/LightingData.asset
  24. 2
      Assets/scenes/Testing/Water/LightingData.asset.meta
  25. 7
      Packages/com.verasl.water-system/Scripts/BuoyantObject.cs
  26. 13
      Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs
  27. 14
      Packages/com.verasl.water-system/Scripts/Water.cs
  28. 6
      Packages/com.verasl.water-system/Sea.mat
  29. 7
      Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl
  30. 1
      Packages/com.verasl.water-system/Shaders/Water.shader
  31. 97
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  32. 2
      Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
  33. 6
      Assets/Objects/boats/Interceptor/Interceptor.mat
  34. 90
      Assets/Materials/_foam.mat
  35. 8
      Assets/Materials/_foam.mat.meta
  36. 8
      Assets/Objects/boats/Interceptor.meta
  37. 1001
      Assets/Objects/boats/Prefabs/_BoatBase.prefab
  38. 1001
      Assets/Objects/boats/Prefabs/_Speedboat.prefab
  39. 7
      Assets/Objects/boats/Prefabs/_Speedboat.prefab.meta
  40. 8
      Assets/Objects/boats/Speedboat.meta
  41. 247
      Assets/Textures/Test/Clouds.tif.meta
  42. 91
      Assets/Objects/boats/Interceptor/AlbedoAO.tif.meta
  43. 91
      Assets/Objects/boats/Interceptor/MSLL.tif.meta
  44. 103
      Assets/Objects/boats/Interceptor/Normal.tif.meta
  45. 91
      Assets/Objects/boats/Speedboat/AlbedoAO.tif.meta
  46. 167
      Assets/Objects/boats/Speedboat/BoatSpeedboat.fbx
  47. 103
      Assets/Objects/boats/Speedboat/BoatSpeedboat.fbx.meta
  48. 1001
      Assets/Objects/boats/Speedboat/MSLL.tif
  49. 91
      Assets/Objects/boats/Speedboat/MSLL.tif.meta
  50. 103
      Assets/Objects/boats/Speedboat/Normal.tif.meta
  51. 95
      Assets/Objects/boats/Speedboat/Speedboat.mat
  52. 8
      Assets/Objects/boats/Speedboat/Speedboat.mat.meta
  53. 1001
      Assets/Objects/boats/Prefabs/_Boat.prefab
  54. 8
      Assets/Objects/boats/Maps.meta
  55. 143
      Assets/Objects/boats/PlayerBoat.fbx
  56. 127
      Assets/Objects/boats/PlayerBoat.fbx.meta
  57. 8
      Assets/Shaders/PackedPBR.meta
  58. 8
      Packages/com.unity.render-pipelines.universal/Editor/Gizmos.meta
  59. 0
      /Assets/Objects/boats/Prefabs/_BoatBase.prefab.meta
  60. 0
      /Assets/Objects/boats/Interceptor/Interceptor.fbx
  61. 0
      /Assets/Objects/boats/Interceptor/Interceptor.fbx.meta
  62. 0
      /Assets/Objects/boats/Interceptor/Interceptor.mat.meta
  63. 0
      /Assets/Objects/boats/Interceptor/Interceptor.mat

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3
Assets/Scripts/Boat/BoatController.cs


[NonSerialized]public Color PrimaryColor; // Boat primary colour
[NonSerialized]public Color TrimColor; // Boat secondary colour
public Renderer boatRenderer; // The renderer for the boat mesh
public Renderer engineRenderer; // The renderer for the boat mesh
public Engine engine;
public CinemachineVirtualCamera cam;

if (Application.isPlaying)
{
boatRenderer.material.SetColor("_Color1", PrimaryColor);
engineRenderer.material.SetColor("_Color1", PrimaryColor);
engineRenderer.material.SetColor("_Color2", TrimColor);
}
}
}

12
Assets/Scripts/Boat/Engine.cs


public Vector3 enginePosition;
private Vector3 engineDir;
private float turnVel;
private float currentAngle;
void Awake()
{

if (yHeight > -0.1f) // if the engine is deeper than 0.1
{
modifier = Mathf.Clamp(modifier, 0f, 1f); // clamp for reasonable values
Vector3 forward = transform.forward;
Vector3 forward = RB.transform.forward;
forward.y = 0f;
forward.Normalize();
RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower

modifier = Mathf.Clamp(modifier, -1f, 1f); // clamp for reasonable values
RB.AddRelativeTorque(new Vector3(0f, steeringTorque, -steeringTorque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
}
currentAngle = Mathf.SmoothDampAngle(currentAngle,
60f * -modifier,
ref turnVel,
0.1f,
10f,
Time.fixedTime);
transform.localEulerAngles = new Vector3(0f, currentAngle, 0f);
}
// Draw some helper gizmos

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6
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16
Assets/scenes/Testing/Water/LightingData.asset
文件差异内容过多而无法显示
查看文件

2
Assets/scenes/Testing/Water/LightingData.asset.meta


guid: 97907b317c0444227b578041e4a13cb8
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 25800000
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

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


public float voxelResolution = 0.51f; // voxel resolution, represents the half size of a voxel when creating the voxel representation
private Bounds voxelBounds; // bounds of the voxels
public Vector3 centerOfMass = Vector3.zero; // Center Of Mass offset
public float waterLevelOffset = 0f;
private const float DAMPFER = 0.005f;
private const float WATER_DENSITY = 1000;

if(_buoyancyType == BuoyancyType.NonPhysical)
{
Vector3 vec = transform.position;
vec.y = heights[0].y;
vec.y = heights[0].y + waterLevelOffset;
transform.position = vec;
transform.up = Vector3.Slerp(transform.up, normals[0], Time.deltaTime);
}

Physics.autoSyncTransforms = false;
for (var i = 0; i < voxels.Length; i++)
BuoyancyForce(samplePoints[i], velocity[i], heights[i].y, ref submergedAmount, ref debugInfo[i]);
BuoyancyForce(samplePoints[i], velocity[i], heights[i].y + waterLevelOffset, ref submergedAmount, ref debugInfo[i]);
Physics.SyncTransforms();
Physics.autoSyncTransforms = true;
UpdateDrag(submergedAmount);

BuoyancyForce(Vector3.zero, velocity[0], heights[0].y, ref submergedAmount, ref debugInfo[0]);
BuoyancyForce(Vector3.zero, velocity[0], heights[0].y + waterLevelOffset, ref submergedAmount, ref debugInfo[0]);
//UpdateDrag(submergedAmount);
}
}

13
Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs


void UpdatePosition(ScriptableRenderContext src, Camera cam)
{
Vector3 newPos = cam.transform.TransformPoint(Vector3.forward * forwards);
newPos.y = yOffset;
newPos.x = quantizeValue * (int)(newPos.x / quantizeValue);
newPos.z = quantizeValue * (int)(newPos.z / quantizeValue);
transform.position = newPos;
if (cam.cameraType != CameraType.Preview)
{
Vector3 newPos = cam.transform.TransformPoint(Vector3.forward * forwards);
newPos.y = yOffset;
newPos.x = quantizeValue * (int) (newPos.x / quantizeValue);
newPos.z = quantizeValue * (int) (newPos.z / quantizeValue);
transform.position = newPos;
}
}
}
}

14
Packages/com.verasl.water-system/Scripts/Water.cs


(GL.GetGPUProjectionMatrix(cam.projectionMatrix, false) * cam.worldToCameraMatrix).inverse);
foreach (var mesh in resources.defaultWaterMeshes)
{
Graphics.DrawMesh(mesh, transform.localToWorldMatrix, resources.defaultSeaMaterial,
gameObject.layer, cam);
Graphics.DrawMesh(mesh,
transform.localToWorldMatrix,
resources.defaultSeaMaterial,
gameObject.layer,
cam,
0,
null,
ShadowCastingMode.Off,
true,
null,
LightProbeUsage.Off,
null);
}
}
}

6
Packages/com.verasl.water-system/Sea.mat


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- _DetailNormalMapScale: 1

7
Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl


waveOut.position = 0;
waveOut.normal = 0;
half waveCountMulti = 1.0 / _WaveCount;
half3 opacityMask = saturate(half3(3, 1, 3) * opacity);
half3 opacityMask = saturate(half3(3, 3, 1) * opacity);
UNITY_LOOP
for(uint i = 0; i < _WaveCount; i++)

waveData[i + 10].xy); // calculate the wave
#endif
waveOut.position += waves[i].position * opacityMask; // add the position
waveOut.normal += waves[i].normal * opacityMask; // add the normal
waveOut.position += waves[i].position; // add the position
waveOut.normal += waves[i].normal; // add the normal
waveOut.position *= opacityMask;
}
#endif // GERSTNER_WAVES_INCLUDED

1
Packages/com.verasl.water-system/Shaders/Water.shader


Properties
{
_BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier
_DitherPattern ("Dithering Pattern", 2D) = "bump" {}
}
SubShader
{

97
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


{
float3 outDepth = 0;
outDepth.xz = AdjustedDepth(screenUVs, additionalData);
float wd = (1 - SAMPLE_TEXTURE2D(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, texcoords).r) * 19.1;
float wd = (1 - SAMPLE_TEXTURE2D_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, texcoords, 3).r) * 19.1;
half3 Refraction(half2 distortion, half mip)
half3 Refraction(half2 distortion, half depth, real depthMulti)
half3 refrac = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, mip).rgb;
return refrac;
half3 output = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, depth * 0.25).rgb;
output *= Absorption((depth) * depthMulti);
return output;
}
half2 DistortionUVs(half depth, float3 normalWS)

WaterVertexOutput WaveVertexOperations(WaterVertexOutput input)
{
input.normal = float3(0, 1, 0);
input.uv.zw = input.posWS.xz;
// Detail UVs
input.uv.zw = input.posWS.xz * 0.1h + _Time.y * 0.05h + (input.fogFactorNoise.y * 0.1);
input.uv.xy = input.posWS.xz * 0.4h - _Time.yy * 0.1h + (input.fogFactorNoise.y * 0.2);
half4 screenUV = ComputeScreenPos(TransformWorldToHClip(input.posWS));
screenUV.xyz /= screenUV.w;

//Gerstner here
WaveStruct wave;
SampleWaves(input.posWS, saturate((waterDepth * 0.25)) + 0.1, wave);
input.normal = normalize(wave.normal.xzy);
SampleWaves(input.posWS, saturate((waterDepth * 0.25)) + 0.05, wave);
input.normal = wave.normal.xzy;
input.posWS += wave.position;
// Dynamic displacement

input.additionalData = AdditionalData(input.posWS, wave);
// distance blend
half distanceBlend = saturate(input.additionalData.y * 0.005);
half distanceBlend = saturate(abs(length((_WorldSpaceCameraPos.xz - input.posWS.xz) * 0.005)) - 0.25);
input.normal = lerp(input.normal, half3(0, 1, 0), distanceBlend);
return input;

half4 waterFX = SAMPLE_TEXTURE2D(_WaterFXMap, sampler_ScreenTextures_linear_clamp, IN.preWaveSP.xy);
// Depth
float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * half2(0.002, -0.002)) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
half depthMulti = 1 / _MaxDepth;
// Lighting
float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy).xyz * 2 - 1;
float3 lightJitter = IN.posWS + jitterTexture.xzy * 2.5;
Light mainLightJittered = GetMainLight(TransformWorldToShadowCoord(lightJitter));
Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.posWS));
half shadow = mainLightJittered.shadowAttenuation;
half3 GI = SampleSH(IN.normal);
// Foam
half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, IN.uv.zw).rgb; //r=thick, g=medium, b=light
half waveFoam = saturate(IN.posWS.y + 0.5);
half edgeFoam = saturate(1 - depth.x * 0.5 - 0.25);
half foamBlendMask = max(max(waveFoam, edgeFoam), waterFX.r * 2);// + IN.fogFactorNoise.y * 0.1; //max(max((foamMask + shoreMask) - IN.fogFactorNoise.y * 0.25, waterFX.r * 2), shoreWave);
half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamBlendMask, 0.66)).rgb;
half foamMask = saturate(length(foamMap * foamBlend) * 1.5 - 0.1);
// Foam lighting
half3 foam = foamMask.xxx * (mainLight.shadowAttenuation * mainLight.color + GI);
half2 detailBump = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw * 0.25h + _Time.y * 0.1h + (IN.fogFactorNoise.y * 0.1)).xy; // TODO - check perf
half2 detailBump1 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw).xy * 2 - 1;
half2 detailBump2 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.xy).xy * 2 - 1;
half2 detailBump = (detailBump1 + detailBump2 * 0.5) * saturate(depth.x * 0.25);
IN.normal += (half3(detailBump.x, 0.5h, detailBump.y) * 2 - 1) * _BumpScale;
IN.normal += half3(detailBump.x, 0, detailBump.y) * _BumpScale;
// Depth
float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * half2(0.002, -0.002)) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
IN.normal = normalize(IN.normal);
// Distortion
half2 distortion = DistortionUVs(depth.x, IN.normal);

// Fresnel
half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz);
// Lighting
Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.posWS));
half shadow = mainLight.shadowAttenuation;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.9, 1, brdfData);
half3 spec = DirectBDRF(brdfData, normalize(IN.normal), mainLight.direction, IN.viewDir) * shadow;
//half3 spec = Highlights(IN.posWS, 0.001, IN.normal, IN.viewDir) * shadow;
// Foam
float2 foamMapUV = (IN.uv.zw * 0.1) + (detailBump.xy * 0.0025) + half2(IN.fogFactorNoise.y * 0.1, (1-IN.fogFactorNoise.y) * 0.1) + _Time.y * 0.05;
half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, foamMapUV).rgb; //r=thick, g=medium, b=light
half shoreMask = pow(((1-depth.y + 9) * 0.1), 6);
half foamMask = (IN.additionalData.z);
half shoreWave = (sin(_Time.z + (depth.y * 10) + IN.fogFactorNoise.y) * 0.5 + 0.5) * saturate((1-depth.x) + 1);
foamMask = max(max((foamMask + shoreMask) - IN.fogFactorNoise.y * 0.25, waterFX.r * 2), shoreWave);
half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamMask, 0.66)).rgb;
half3 foam = length(foamMap * foamBlend).rrr;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, 1, brdfData);
half3 spec = DirectBDRF(brdfData, IN.normal, mainLight.direction, IN.viewDir) * shadow * mainLight.color;
reflection *= 1 - saturate(foam * 2);
half3 refraction = Refraction(distortion, depth.x * 0.25);
half3 refraction = Refraction(distortion, depth.x, depthMulti);
// Final Colouring
half depthMulti = 1 / _MaxDepth;
half3 color = refraction;
color *= Absorption((depth.x) * depthMulti);
color += Scattering(depth.x * depthMulti) * (shadow * 0.75 + 0.15);// * saturate(1-length(reflection));// TODO - scattering from main light(maybe additional lights too depending on cost)
color *= 1 - saturate(foam);
//color *= 1-saturate(length(reflection));
// SSS
half3 sss = Scattering(depth.x * depthMulti) * (shadow * mainLight.color + GI);
// Foam lighting
foam *= (shadow * 0.9 + 0.1) * mainLight.color;
// Final Colouring
half3 diffuse = refraction + sss;
half3 comp = lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25));
half3 comp = lerp(reflection + diffuse, foam, foamMask); //lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25));
//return half4(color, 1); // debug line
//return half4(frac(IN.posWS.yyy), 1); // debug line
//return half4(reflection, 1); // debug line
//return half4(diffuse, 1); // debug line
//return half4( (1 - foamMask).xxx, 1); // debug line
//return half4(IN.normal, 1); // debug line
}
#endif // WATER_COMMON_INCLUDED

2
Packages/com.verasl.water-system/Shaders/WaterInput.hlsl


int _DebugPass;
half4 _depthCamZParams;
float4x4 _InvViewProjection;
half4 _DitherPattern_TexelSize;
// Screen Effects textures
SAMPLER(sampler_ScreenTextures_linear_clamp);

TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
TEXTURE2D(_SurfaceMap); SAMPLER(sampler_SurfaceMap);
TEXTURE2D(_FoamMap); SAMPLER(sampler_FoamMap);
TEXTURE2D(_DitherPattern); SAMPLER(sampler_DitherPattern);
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/Assets/Objects/boats/Prefabs/_Boat.prefab.meta → /Assets/Objects/boats/Prefabs/_BoatBase.prefab.meta

/Assets/Objects/boats/Interceptor.fbx → /Assets/Objects/boats/Interceptor/Interceptor.fbx

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/Assets/Objects/boats/Interceptor.mat.meta → /Assets/Objects/boats/Interceptor/Interceptor.mat.meta

/Assets/Objects/boats/Interceptor.mat → /Assets/Objects/boats/Interceptor/Interceptor.mat

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