Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#ifndef GERSTNER_WAVES_INCLUDED
#define GERSTNER_WAVES_INCLUDED
uniform uint _WaveCount; // how many waves, set via the water component
uniform float4 _WaveData[10]; // the data for the waves, x=amplitude, y=direction, z=wavelength, w=omniDir set via the water component
uniform float4 _WaveData2[10]; // more data, x=omnidirX, y=omnidirZ
struct WaveStruct
{
float3 position;
float3 normal;
};
WaveStruct GerstnerWave(half2 pos, float waveCountMulti, float amplitude, half direction, half wavelength, float omni, half2 omniPos)
{
WaveStruct waveOut;
////////////////////////////////wave value calculations//////////////////////////
half3 wave = 0; // wave vector
half w = 6.28318 / wavelength; // 2pi over wavelength(hardcoded)
half wSpeed = sqrt(9.8 * w); // frequency of the wave based off wavelength
half peak = 1; // peak value, 1 is the sharpest peaks
half qi = peak / (amplitude * w * _WaveCount);
direction = radians(direction); // convert the incoming degrees to radians, for directional waves
half2 dirWaveInput = float2(sin(direction), cos(direction)) * (1 - omni);
half2 omniWaveInput = (pos - omniPos) * omni;
half2 windDir = normalize(dirWaveInput + omniWaveInput); // calculate wind direction
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
float cosCalc = cos(calc); // cosine version(used for horizontal undulation)
float sinCalc = sin(calc); // sin version(used for vertical undulation)
// calculate the offsets for the current point
wave.xz = qi * amplitude * windDir.xy * cosCalc;
wave.y = (((sinCalc * 0.5 + 0.5) * amplitude)) * waveCountMulti;// the height is divided by the number of waves
////////////////////////////normal output calculations/////////////////////////
half wa = w * amplitude;
// normal vector
float3 n = float3(-(windDir.xy * wa * cosCalc),
1-(qi * wa * sinCalc));
////////////////////////////////assign to output///////////////////////////////
waveOut.position = wave * saturate(amplitude * 10000);
waveOut.normal = (n * waveCountMulti) * amplitude;
return waveOut;
}
inline void SampleWaves(float3 position, half opacity, out WaveStruct waveOut)
{
half2 pos = position.xz;
WaveStruct waves[10];
waveOut.position = 0;
half waveCountMulti = 1.0 / _WaveCount;
for(uint i = 0; i < _WaveCount; i++)
{
waves[i] = GerstnerWave(pos, waveCountMulti, _WaveData[i].x, _WaveData[i].y, _WaveData[i].z, _WaveData[i].w, half2(_WaveData2[i].x, _WaveData2[i].y)); // calculate the wave
waveOut.position += waves[i].position; // add the position
waveOut.normal += waves[i].normal; // add the normal
}
}
#endif // GERSTNER_WAVES_INCLUDED