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
struct Wave
{
half amplitude;
half direction;
half wavelength;
half2 origin;
half omni;
};
#if defined(USE_STRUCTURED_BUFFER)
StructuredBuffer<Wave> _WaveDataBuffer;
#else
half4 waveData[20]; // 0-9 amplitude, direction, wavelength, omni, 10-19 origin.xy
#endif
struct WaveStruct
{
float3 position;
float3 normal;
};
WaveStruct GerstnerWave(half2 pos, float waveCountMulti, half amplitude, half direction, half wavelength, half 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 = half2(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
half cosCalc = cos(calc); // cosine version(used for horizontal undulation)
half 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 * amplitude)) * waveCountMulti;// the height is divided by the number of waves
////////////////////////////normal output calculations/////////////////////////
half wa = w * amplitude;
// normal vector
half3 n = half3(-(windDir.xy * wa * cosCalc),
1-(qi * wa * sinCalc));
////////////////////////////////assign to output///////////////////////////////
waveOut.position = wave * saturate(amplitude * 10000);
waveOut.normal = (n * waveCountMulti);
return waveOut;
}
inline void SampleWaves(float3 position, half opacity, out WaveStruct waveOut)
{
half2 pos = position.xz;
WaveStruct waves[10];
waveOut.position = 0;
waveOut.normal = 0;
half waveCountMulti = 1.0 / _WaveCount;
half3 opacityMask = saturate(half3(3, 3, 1) * opacity);
UNITY_LOOP
for(uint i = 0; i < _WaveCount; i++)
{
#if defined(USE_STRUCTURED_BUFFER)
waves[i] = GerstnerWave(pos,
waveCountMulti,
_WaveDataBuffer[i].amplitude,
_WaveDataBuffer[i].direction,
_WaveDataBuffer[i].wavelength,
_WaveDataBuffer[i].omni,
_WaveDataBuffer[i].origin); // calculate the wave
#else
waves[i] = GerstnerWave(pos,
waveCountMulti,
waveData[i].x,
waveData[i].y,
waveData[i].z,
waveData[i].w,
waveData[i + 10].xy); // calculate the wave
#endif
waveOut.position += waves[i].position; // add the position
waveOut.normal += waves[i].normal; // add the normal
}
waveOut.position *= opacityMask;
}
#endif // GERSTNER_WAVES_INCLUDED