浏览代码

Assorted fixes

- Fixed NaNs on water
- Fixed shadergraph shaders being alpha clipped when not needing
- Reorganised some folders/unused assets
/demo-work
André McGrail 5 年前
当前提交
f65adef5
共有 56 个文件被更改,包括 947 次插入1145 次删除
  1. 2
      Assets/Data/Volumes/BaseEffects.asset
  2. 95
      Assets/Objects/Levels/Island/Island Level.prefab
  3. 19
      Assets/Shaders/UtilityGraphs/PBR_HUE.ShaderGraph
  4. 14
      Assets/Shaders/UtilityGraphs/RaceBoats.ShaderGraph
  5. 264
      Assets/Shaders/UtilityGraphs/CliffShader.ShaderGraph
  6. 69
      Assets/Textures/Island/BushTest_norm.png.meta
  7. 101
      Assets/scenes/Island.unity
  8. 7
      Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl
  9. 3
      Packages/com.verasl.water-system/Shaders/Water.shader
  10. 14
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  11. 8
      Assets/Shaders/Imposters.meta
  12. 680
      Assets/Shaders/Vegetation/Vegetation.shadergraph
  13. 8
      Packages/com.unity.render-pipelines.universal/Editor/Gizmos.meta
  14. 8
      Packages/com.unity.render-pipelines.universal/Editor/Gizmos/Dark.meta
  15. 8
      Packages/com.unity.render-pipelines.universal/Editor/Gizmos/Light.meta
  16. 10
      Assets/Objects/environment/Trees/Materials/Softvegetation.mat.meta
  17. 110
      Assets/Objects/environment/Trees/Materials/Softvegetation.mat
  18. 561
      Assets/Shaders/UtilityGraphs/Vegetation.shadergraph
  19. 96
      Assets/Shaders/UtilityGraphs/VegetationGraph.zip
  20. 7
      Assets/Shaders/UtilityGraphs/VegetationGraph.zip.meta
  21. 8
      Assets/Textures/Test.meta
  22. 0
      /Assets/Shaders/UtilityGraphs.meta
  23. 0
      /Assets/Shaders/UtilityGraphs
  24. 0
      /Assets/Shaders/Vegetation/Vegetation.shadergraph.meta
  25. 0
      /Assets/Shaders/Vegetation/VegetationDeformation.shadersubgraph.meta
  26. 0
      /Assets/Shaders/Vegetation/VegetationDeformation.shadersubgraph
  27. 0
      /Assets/Shaders/Clouds.meta
  28. 0
      /Assets/Materials/Unlit_Blocker.mat
  29. 0
      /Assets/Materials/Unlit_Blocker.mat.meta
  30. 0
      /Assets/Shaders/Clouds/NormalReconstruction.shadersubgraph
  31. 0
      /Assets/Shaders/Clouds/NormalReconstruction.shadersubgraph.meta
  32. 0
      /Assets/Shaders/Clouds/CloudShader.shadergraph.meta
  33. 0
      /Assets/Shaders/CustomLighting.hlsl
  34. 0
      /Assets/Shaders/CustomLighting.hlsl.meta
  35. 0
      /Assets/Shaders/Clouds/CloudShader.shadergraph
  36. 0
      /Assets/Shaders/Imposters/ImposterTest.shadergraph
  37. 0
      /Assets/Shaders/Imposters/ImposterTest.shadergraph.meta
  38. 0
      /Assets/Shaders/Imposters/OctoImposter.shadersubgraph
  39. 0
      /Assets/Shaders/Imposters/OctoImposter.shadersubgraph.meta
  40. 0
      /Assets/Shaders/Imposters/Palm_01_Impostor.mesh
  41. 0
      /Assets/Shaders/Imposters/Palm_01_Impostor.mesh.meta
  42. 0
      /Assets/Shaders/Imposters/Palm_01_Impostor_AlbedoAlpha.tga
  43. 0
      /Assets/Shaders/Imposters/Palm_01_Impostor_AlbedoAlpha.tga.meta
  44. 0
      /Assets/Shaders/Imposters/Palm_01_Impostor_NormalDepth.tga
  45. 0
      /Assets/Shaders/Imposters/Palm_01_Impostor_NormalDepth.tga.meta
  46. 0
      /Assets/Shaders/Imposters/Shader Graphs_ImposterTest.mat
  47. 0
      /Assets/Shaders/Imposters/Shader Graphs_ImposterTest.mat.meta
  48. 0
      /Assets/Shaders/Imposters/VectortoHemiOctahedron.shadersubgraph
  49. 0
      /Assets/Shaders/Imposters/VectortoHemiOctahedron.shadersubgraph.meta
  50. 0
      /Assets/Shaders/Imposters/VectortoOctahedron.shadersubgraph
  51. 0
      /Assets/Shaders/Imposters/VectortoOctahedron.shadersubgraph.meta

2
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文件差异内容过多而无法显示
查看文件

14
Assets/Shaders/UtilityGraphs/RaceBoats.ShaderGraph
文件差异内容过多而无法显示
查看文件

264
Assets/Shaders/UtilityGraphs/CliffShader.ShaderGraph
文件差异内容过多而无法显示
查看文件

69
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7
Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl


WaveStruct GerstnerWave(half2 pos, float waveCountMulti, half amplitude, half direction, half wavelength, half omni, half2 omniPos)
{
WaveStruct waveOut;
#if defined(_STATIC_WATER)
float time = 0;
#else
float time = _Time.y;
#endif
////////////////////////////////wave value calculations//////////////////////////
half3 wave = 0; // wave vector

half dir = dot(windDir, pos - (omniPos * omni)); // calculate a gradient along the wind direction
////////////////////////////position output calculations/////////////////////////
half calc = dir * w + -_Time.y * wSpeed; // the wave calculation
half calc = dir * w + -time * wSpeed; // the wave calculation
half cosCalc = cos(calc); // cosine version(used for horizontal undulation)
half sinCalc = sin(calc); // sin version(used for vertical undulation)

3
Packages/com.verasl.water-system/Shaders/Water.shader


/////////////////SHADER FEATURES//////////////////
#pragma multi_compile _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma multi_compile _ USE_STRUCTURED_BUFFER
#pragma shader_feature _ _STATIC_WATER
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS

14
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


WaterVertexOutput WaveVertexOperations(WaterVertexOutput input)
{
#if defined(_STATIC_WATER)
float time = 0;
#else
float time = _Time.y;
#endif
input.fogFactorNoise.y = ((noise((input.posWS.xz * 0.5) + _Time.y) + noise((input.posWS.xz * 1) + _Time.y)) * 0.25 - 0.5) + 1;
input.fogFactorNoise.y = ((noise((input.posWS.xz * 0.5) + time) + noise((input.posWS.xz * 1) + time)) * 0.25 - 0.5) + 1;
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);
input.uv.zw = input.posWS.xz * 0.1h + time * 0.05h + (input.fogFactorNoise.y * 0.1);
input.uv.xy = input.posWS.xz * 0.4h - time.xx * 0.1h + (input.fogFactorNoise.y * 0.2);
half4 screenUV = ComputeScreenPos(TransformWorldToHClip(input.posWS));
screenUV.xyz /= screenUV.w;

// Reflections
half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, fresnelTerm, 0.0);
reflection = reflection + spec;
reflection = clamp(reflection + spec, 0, 1024);
// Refraction
half3 refraction = Refraction(distortion, depth.x, depthMulti);

8
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Assets/Shaders/Vegetation/Vegetation.shadergraph
文件差异内容过多而无法显示
查看文件

8
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Assets/Shaders/UtilityGraphs/Vegetation.shadergraph
文件差异内容过多而无法显示
查看文件

96
Assets/Shaders/UtilityGraphs/VegetationGraph.zip


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/Assets/Shaders/Graphs.meta → /Assets/Shaders/UtilityGraphs.meta

/Assets/Shaders/Graphs → /Assets/Shaders/UtilityGraphs

/Assets/Shaders/UtilityGraphs/Vegetation.shadergraph.meta → /Assets/Shaders/Vegetation/Vegetation.shadergraph.meta

/Assets/Shaders/UtilityGraphs/VegetationDeformation.shadersubgraph.meta → /Assets/Shaders/Vegetation/VegetationDeformation.shadersubgraph.meta

/Assets/Shaders/UtilityGraphs/VegetationDeformation.shadersubgraph → /Assets/Shaders/Vegetation/VegetationDeformation.shadersubgraph

/Assets/Shaders/UtilityGraphs/Clouds.meta → /Assets/Shaders/Clouds.meta

/Assets/Shaders/Unlit_Blocker.mat → /Assets/Materials/Unlit_Blocker.mat

/Assets/Shaders/Unlit_Blocker.mat.meta → /Assets/Materials/Unlit_Blocker.mat.meta

/Assets/Shaders/UtilityGraphs/Clouds/NormalReconstruction.shadersubgraph → /Assets/Shaders/Clouds/NormalReconstruction.shadersubgraph

/Assets/Shaders/UtilityGraphs/Clouds/NormalReconstruction.shadersubgraph.meta → /Assets/Shaders/Clouds/NormalReconstruction.shadersubgraph.meta

/Assets/Textures/Test/CloudShader.shadergraph.meta → /Assets/Shaders/Clouds/CloudShader.shadergraph.meta

/Assets/Textures/Test/CustomLighting.hlsl → /Assets/Shaders/CustomLighting.hlsl

/Assets/Textures/Test/CustomLighting.hlsl.meta → /Assets/Shaders/CustomLighting.hlsl.meta

/Assets/Textures/Test/CloudShader.shadergraph → /Assets/Shaders/Clouds/CloudShader.shadergraph

/Assets/Textures/Test/ImposterTest.shadergraph → /Assets/Shaders/Imposters/ImposterTest.shadergraph

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/Assets/Textures/Test/OctoImposter.shadersubgraph → /Assets/Shaders/Imposters/OctoImposter.shadersubgraph

/Assets/Textures/Test/OctoImposter.shadersubgraph.meta → /Assets/Shaders/Imposters/OctoImposter.shadersubgraph.meta

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/Assets/Textures/Test/Palm_01_Impostor.mesh.meta → /Assets/Shaders/Imposters/Palm_01_Impostor.mesh.meta

/Assets/Textures/Test/Palm_01_Impostor_AlbedoAlpha.tga → /Assets/Shaders/Imposters/Palm_01_Impostor_AlbedoAlpha.tga

/Assets/Textures/Test/Palm_01_Impostor_AlbedoAlpha.tga.meta → /Assets/Shaders/Imposters/Palm_01_Impostor_AlbedoAlpha.tga.meta

/Assets/Textures/Test/Palm_01_Impostor_NormalDepth.tga → /Assets/Shaders/Imposters/Palm_01_Impostor_NormalDepth.tga

/Assets/Textures/Test/Palm_01_Impostor_NormalDepth.tga.meta → /Assets/Shaders/Imposters/Palm_01_Impostor_NormalDepth.tga.meta

/Assets/Textures/Test/Shader Graphs_ImposterTest.mat → /Assets/Shaders/Imposters/Shader Graphs_ImposterTest.mat

/Assets/Textures/Test/Shader Graphs_ImposterTest.mat.meta → /Assets/Shaders/Imposters/Shader Graphs_ImposterTest.mat.meta

/Assets/Textures/Test/VectortoHemiOctahedron.shadersubgraph → /Assets/Shaders/Imposters/VectortoHemiOctahedron.shadersubgraph

/Assets/Textures/Test/VectortoHemiOctahedron.shadersubgraph.meta → /Assets/Shaders/Imposters/VectortoHemiOctahedron.shadersubgraph.meta

/Assets/Textures/Test/VectortoOctahedron.shadersubgraph → /Assets/Shaders/Imposters/VectortoOctahedron.shadersubgraph

/Assets/Textures/Test/VectortoOctahedron.shadersubgraph.meta → /Assets/Shaders/Imposters/VectortoOctahedron.shadersubgraph.meta

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