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345 行
12 KiB
345 行
12 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace WaterSystem
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{
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[ExecuteInEditMode]
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public class Water : MonoBehaviour
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{
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// Singleton
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private static Water _Instance = null;
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public static Water Instance
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{
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get
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{
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if (_Instance == null)
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_Instance = (Water)FindObjectOfType(typeof(Water));
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return _Instance;
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}
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}
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[SerializeField]
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private RenderTexture _depthTex;
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[SerializeField]
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private Camera _depthCam;
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[SerializeField]
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private RenderTexture _fxTexture;
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private Camera _fxCam;
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public float _waterMaxDepth = 40f;
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[SerializeField]
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private Texture2D _colorRamp;
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public Gradient _absorptionRampRaw;
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public Gradient _scatterRampRaw;
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[SerializeField]
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private Texture2D _foamRamp;
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public Gradient _foamRampRaw;
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[SerializeField]
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public List<Wave> _waves = new List<Wave>();
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[SerializeField]
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private Wave[] _backupWaves;
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[SerializeField]
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bool _customWaves = false;
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[SerializeField]
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public int randomSeed = 3234;
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[SerializeField]
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public BasicWaves _basicWaveSettings = new BasicWaves(1f, 45f, 4);
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private float _maxWaveHeight;
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[SerializeField]
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DebugMode _debugMode;
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void Start()
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{
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Init();
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}
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void OnDestroy()
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{
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if (_depthCam)
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{
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_depthCam.targetTexture = null;
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DestroyImmediate(_depthCam.gameObject);
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}
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if(_depthTex)
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DestroyImmediate(_depthTex);
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if(_fxCam)
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{
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_fxCam.targetTexture = null;
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DestroyImmediate(_fxCam.gameObject);
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}
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if(_fxTexture)
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DestroyImmediate(_fxTexture);
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}
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public void Init()
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{
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SetWaves();
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//GenerateVertexColors();
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GenerateColorRamp();
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GeneratePeakRamp();
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CaptureDepthMap();
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CreateFXCam();
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}
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void CreateFXCam()
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{
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if(!_fxCam)
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{
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GameObject go = new GameObject("FXCam");
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go.hideFlags = HideFlags.HideAndDontSave;
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_fxCam = go.AddComponent<Camera>();
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_fxCam.cullingMask = (1 << LayerMask.NameToLayer("WaterFX"));
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_fxCam.clearFlags = CameraClearFlags.Color;
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_fxCam.backgroundColor = Color.black;
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_fxCam.transform.SetPositionAndRotation(Camera.main.transform.position, Camera.main.transform.rotation);
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_fxCam.depthTextureMode = DepthTextureMode.None;
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_fxCam.depth = -20;
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}
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if(!_fxTexture)
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{
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_fxTexture = new RenderTexture(Camera.main.pixelWidth, Camera.main.pixelHeight, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
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_fxTexture.name = "_WaterFX_Texture";
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_fxCam.targetTexture = _fxTexture;
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Debug.LogError(_fxTexture);
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}
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Shader.SetGlobalTexture("_WaterFXMap", _fxTexture);
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}
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void Update()
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{
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if(_fxCam)
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{
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_fxCam.transform.SetPositionAndRotation(Camera.main.transform.position, Camera.main.transform.rotation);
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_fxCam.fieldOfView = Camera.main.fieldOfView;
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if(_fxCam.activeTexture == null)
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_fxCam.targetTexture =_fxTexture;
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}
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}
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public void FragWaveNormals(bool toggle)
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{
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Material mat = GetComponent<Renderer>().sharedMaterial;
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if (toggle)
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mat.EnableKeyword("GERSTNER_WAVES");
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else
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mat.DisableKeyword("GERSTNER_WAVES");
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}
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[ContextMenu("UpdateShader")]
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void SetWaves()
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{
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//if (_customWaves)
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//_backupWaves = _waves.ToArray();
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Vector4[] waveData = new Vector4[10];
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Vector4[] waveData2 = new Vector4[10];
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for (int i = 0; i < _waves.Count; i++)
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{
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waveData[i] = new Vector4(_waves[i].amplitude, _waves[i].direction, _waves[i].wavelength, 1);//1 is for omni testing only TODO
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waveData2[i] = new Vector4(_waves[i].origin.x, _waves[i].origin.y, 0, 0);
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}
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foreach (Wave w in _waves)
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{
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_maxWaveHeight += w.amplitude;
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}
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_maxWaveHeight /= (float)_waves.Count;
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Shader.SetGlobalFloat("_MaxWaveHeight", _maxWaveHeight);
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Shader.SetGlobalFloat("_MaxDepth", _waterMaxDepth);
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//GPU side
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Shader.SetGlobalInt("_WaveCount", _waves.Count);
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Shader.SetGlobalVectorArray("_WaveData", waveData);
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Shader.SetGlobalVectorArray("_WaveData2", waveData2);
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//CPU side
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GerstnerWaves.GerstnerWaves._WaveCount = _waves.Count;
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GerstnerWaves.GerstnerWaves._WaveData = waveData;
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GerstnerWaves.GerstnerWaves._WaveData2 = waveData2;
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CaptureDepthMap();
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//GenerateVertexColors();
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}
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public void ToggleBasicWaves(bool custom)
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{
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if(!custom)
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{
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//create basic waves based off basic wave settings
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Random.State backupSeed = Random.state;
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Random.InitState(randomSeed);
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float a = _basicWaveSettings.amplitude;
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float d = _basicWaveSettings.direction;
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float l = _basicWaveSettings.wavelength;
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_waves.Clear();
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float r = 1f / _basicWaveSettings.numWaves;
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for (int i = 0; i <= _basicWaveSettings.numWaves; i++)
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{
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float p = Mathf.Lerp(0.5f, 1.5f, (float)i * r);
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float amp = a * p * Random.Range(0.8f, 1.2f);
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float dir = d + Random.Range(-45f, 45f);
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float len = l * p * Random.Range(0.8f, 1.2f);
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Vector2 origin = new Vector2(Random.value * 2 - 1, Random.value * 2 - 1);
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_waves.Add(new Wave(amp, dir, len, origin * 500f, true));//large wave
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Random.InitState(randomSeed + i + 1);
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}
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Random.state = backupSeed;
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}
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else
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{
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//restore custom waves
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_waves.Clear();
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_waves.AddRange(_backupWaves);
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}
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}
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void GenerateVertexColors()
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{
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Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
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Vector3[] vertices = mesh.vertices;
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// create new colors array where the colors will be created.
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Color[] colors = new Color[vertices.Length];
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RaycastHit hit;
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for (int i = 0; i < vertices.Length; i++)
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{
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colors[i] = Color.black;
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//seafloor Depth
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if (Physics.Raycast(vertices[i], -Vector3.up, out hit))
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colors[i].r = hit.distance;
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}
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// assign the array of colors to the Mesh.
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mesh.colors = colors;
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}
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public void GenerateColorRamp()
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{
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_colorRamp = new Texture2D(128, 2, TextureFormat.ARGB32, false, false);
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_colorRamp.wrapMode = TextureWrapMode.Clamp;
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Color[] cols = new Color[256];
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for (int i = 0; i < 128; i++)
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{
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cols[i] = _absorptionRampRaw.Evaluate((float)i / 128f);
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}
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for (int i = 0; i < 128; i++)
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{
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cols[i + 128] = _scatterRampRaw.Evaluate((float)i / 128f);
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}
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_colorRamp.SetPixels(cols);
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_colorRamp.Apply();
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Shader.SetGlobalTexture("_AbsorptionScatteringRamp", _colorRamp);
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}
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[ContextMenu("Generate new peakmap")]
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public void GeneratePeakRamp()
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{
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_foamRamp = new Texture2D(128, 1, TextureFormat.ARGB32, false, false);
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_foamRamp.wrapMode = TextureWrapMode.Clamp;
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Color[] cols = new Color[256];
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for (int i = 0; i < 128; i++)
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{
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cols[i] = _foamRampRaw.Evaluate((float)i / 128f);
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}
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_foamRamp.SetPixels(cols);
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_foamRamp.Apply();
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Shader.SetGlobalTexture("_FoamBlend", _foamRamp);
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}
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GerstnerWaves.WaveStruct tempWave = new GerstnerWaves.WaveStruct();
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public float GetWaterHeight(Vector3 pos)
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{
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float waveHeight = 0;
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tempWave = GerstnerWaves.GerstnerWaves.SampleWaves(pos, 1f);
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waveHeight = (tempWave.position.y + transform.position.y) - pos.y;
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return waveHeight;
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}
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[ContextMenu("Capture Depth")]
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public void CaptureDepthMap()
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{
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//Generate the camera
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if(_depthCam == null)
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{
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GameObject go = new GameObject("depthCamera");//create the cameraObject
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go.hideFlags = HideFlags.HideAndDontSave;
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_depthCam = go.AddComponent<Camera>();
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}
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_depthCam.transform.position = transform.position + Vector3.up * 4f;//center the camera on this water plane
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_depthCam.transform.up = Vector3.forward;//face teh camera down
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_depthCam.enabled = true;
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_depthCam.orthographic = true;
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_depthCam.orthographicSize = 500;//hardcoded = 1k area - TODO
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_depthCam.depthTextureMode = DepthTextureMode.Depth;
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_depthCam.nearClipPlane =0.1f;
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_depthCam.farClipPlane = _waterMaxDepth;
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_depthCam.allowHDR = false;
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//_depthCam.allowMSAA = false;
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_depthCam.cullingMask = (1 << 10);
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//Generate RT
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if (!_depthTex)
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_depthTex = new RenderTexture(1024, 1024, 24, RenderTextureFormat.Depth);
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//do depth capture
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_depthCam.targetTexture = _depthTex;
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_depthCam.Render();
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Shader.SetGlobalTexture("_WaterDepthMap", _depthTex);
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// set depthbufferParams for depth cam(since it doesnt exist and only temporary)
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float n = _depthCam.nearClipPlane;
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float f = _depthCam.farClipPlane;
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Vector4 zParams = new Vector4(n, f, f / (f-n), f * n / (n-f));
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//Vector4 zParams = new Vector4(1-f/n, f/n, (1-f/n)/f, (f/n)/f);//2015
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Shader.SetGlobalVector("_depthCamZParams", zParams);
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_depthCam.enabled = false;
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_depthCam.targetTexture = null;
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}
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[System.Serializable]
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public class Wave
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{
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public float amplitude = 0.1f;//height of the wave in units
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public float direction = 0f;//direction the wave travels in degrees from Z+
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public float wavelength = 2f;//distance between crest>crest
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public Vector2 origin = Vector2.zero;
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public bool onmiDir;
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public Wave(float amp, float dir, float length, Vector2 org, bool omni)
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{
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amplitude = amp;
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direction = dir;
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wavelength = length;
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origin = org;
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onmiDir = omni;
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}
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}
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[System.Serializable]
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public class BasicWaves
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{
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public int numWaves = 6;
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public float amplitude;
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public float direction;
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public float wavelength;
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public BasicWaves(float amp, float dir, float len)
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{
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numWaves = 6;
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amplitude = amp;
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direction = dir;
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wavelength = len;
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}
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}
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[System.Serializable]
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public enum DebugMode { none, stationary, screen };
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}
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}
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