diff --git a/Assets/WaveformProvider/Sample/Material/Reflect.mat b/Assets/WaveformProvider/Sample/Material/Reflect.mat index e3904e3..0205195 100644 --- a/Assets/WaveformProvider/Sample/Material/Reflect.mat +++ b/Assets/WaveformProvider/Sample/Material/Reflect.mat @@ -67,7 +67,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - _BumpAmt: 5 + - _BumpAmt: 1000 - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 diff --git a/Assets/WaveformProvider/Sample/Shader/GrabDistortion.shader b/Assets/WaveformProvider/Sample/Shader/GrabDistortion.shader index fccdcf3..31e369b 100644 --- a/Assets/WaveformProvider/Sample/Shader/GrabDistortion.shader +++ b/Assets/WaveformProvider/Sample/Shader/GrabDistortion.shader @@ -38,6 +38,7 @@ }; sampler2D _BackgroundTexture; + float4 _BackgroundTexture_TexelSize; float _NormalScale; //wave texture definition. WAVE_TEX_DEFINE(_WaveTex) @@ -54,7 +55,7 @@ { //compute wave normal. float3 normal = WAVE_NORMAL(_WaveTex, i.uv); - float2 offset = normal.xy * _NormalScale - _NormalScale * 0.5; + float2 offset = normal.xy * _NormalScale - _BackgroundTexture_TexelSize.xy; float4 bgcolor = tex2D(_BackgroundTexture, i.grabPos.xy / i.grabPos.w + offset); return bgcolor; diff --git a/Assets/WaveformProvider/Sample/Shader/WaterSurface.shader b/Assets/WaveformProvider/Sample/Shader/WaterSurface.shader index c3e2cdb..220c781 100644 --- a/Assets/WaveformProvider/Sample/Shader/WaterSurface.shader +++ b/Assets/WaveformProvider/Sample/Shader/WaterSurface.shader @@ -6,7 +6,7 @@ _WaveInputTex("Wave Input Texture", 2D) = "black" {} _RefTex("Ref",2D) = "black" {} _BumpMap("Normalmap", 2D) = "bump" {} - _BumpAmt("BumpAmt", Range(0,100)) = 0 + _BumpAmt("BumpAmt", Range(0,10000)) = 0 //this property is populated with the wave's RenderTexture. _WaveTex("Wave",2D) = "gray" {} @@ -66,7 +66,7 @@ //compute wave normal. bump += WAVE_NORMAL_ADJ(_WaveTex, i.uv, _ParallaxScale, _NormalScaleFactor); - float2 offset = bump * _BumpAmt - _BumpAmt * 0.5; + float2 offset = bump * _BumpAmt * _RefTex_TexelSize.xy; i.ref.xy = offset * i.ref.z + i.ref.xy; float4 ref = tex2D(_RefTex, i.ref.xy / i.ref.w * 0.5 + 0.5); diff --git a/Assets/WaveformProvider/Sample/Shader/WaveHeight.shader b/Assets/WaveformProvider/Sample/Shader/WaveHeight.shader index bfe5e9d..4855ce9 100644 --- a/Assets/WaveformProvider/Sample/Shader/WaveHeight.shader +++ b/Assets/WaveformProvider/Sample/Shader/WaveHeight.shader @@ -44,7 +44,8 @@ float4 frag (v2f i) : SV_Target { //compute wave height. - return float4(1, 1, 1, 1) * WAVE_HEIGHT(_WaveTex, i.uv); + float height01 = WAVE_HEIGHT(_WaveTex, i.uv) * 0.5 + 0.5; + return float4(height01, height01, height01, 1); } ENDCG } diff --git a/Assets/WaveformProvider/Sample/Shader/WaveNormal.shader b/Assets/WaveformProvider/Sample/Shader/WaveNormal.shader index 1c05617..13a253c 100644 --- a/Assets/WaveformProvider/Sample/Shader/WaveNormal.shader +++ b/Assets/WaveformProvider/Sample/Shader/WaveNormal.shader @@ -44,7 +44,8 @@ float4 frag (v2f i) : SV_Target { //compute wave normal. - return float4(WAVE_NORMAL(_WaveTex, i.uv), 1); + float3 normal01 = WAVE_NORMAL(_WaveTex, i.uv) * 0.5 + 0.5; + return float4(normal01, 1); } ENDCG } diff --git a/Assets/WaveformProvider/Sample/Texture/Wave.renderTexture b/Assets/WaveformProvider/Sample/Texture/Wave.renderTexture index ef59a1d..e4bac11 100644 --- a/Assets/WaveformProvider/Sample/Texture/Wave.renderTexture +++ b/Assets/WaveformProvider/Sample/Texture/Wave.renderTexture @@ -12,7 +12,7 @@ RenderTexture: m_Width: 256 m_Height: 256 m_AntiAliasing: 1 - m_DepthFormat: 2 + m_DepthFormat: 0 m_ColorFormat: 0 m_MipMap: 0 m_GenerateMips: 1 diff --git a/Assets/WaveformProvider/Shader/Lib/WaveUtil.cginc b/Assets/WaveformProvider/Shader/Lib/WaveUtil.cginc index c053514..29a0308 100644 --- a/Assets/WaveformProvider/Shader/Lib/WaveUtil.cginc +++ b/Assets/WaveformProvider/Shader/Lib/WaveUtil.cginc @@ -31,7 +31,7 @@ float3 WaveNormal(sampler2D waveTex, float2 uv, float2 texelSize, float parallax float3 texz = WAVE_HEIGHT(waveTex, uv.xy - shiftZ); float3 du = { 1, 0, normalScale * (texX.x - texx.x) }; float3 dv = { 0, 1, normalScale * (texZ.x - texz.x) }; - return normalize(cross(du, dv)) * 0.5 + 0.5; + return normalize(cross(du, dv)); } #endif //WAVE_UTIL \ No newline at end of file