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| using System; | ||
| using UnityEngine; | ||
|
|
||
| namespace UnityStandardAssets.Water | ||
| { | ||
| [ExecuteInEditMode] | ||
| public class WaterBasic : MonoBehaviour | ||
| { | ||
| void Update() | ||
| { | ||
| Renderer r = GetComponent<Renderer>(); | ||
| if (!r) | ||
| { | ||
| return; | ||
| } | ||
| Material mat = r.sharedMaterial; | ||
| if (!mat) | ||
| { | ||
| return; | ||
| } | ||
|
|
||
| Vector4 waveSpeed = mat.GetVector("WaveSpeed"); | ||
| float waveScale = mat.GetFloat("_WaveScale"); | ||
| float t = Time.time / 20.0f; | ||
|
|
||
| Vector4 offset4 = waveSpeed * (t * waveScale); | ||
| Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f), | ||
| Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f)); | ||
| mat.SetVector("_WaveOffset", offsetClamped); | ||
| } | ||
| } | ||
| } |
| @@ -0,0 +1,88 @@ | ||
| Shader "FX/Water (Basic)" { | ||
| Properties { | ||
| _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0) | ||
| _WaveScale ("Wave scale", Range (0.02,0.15)) = .07 | ||
| [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { } | ||
| [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { } | ||
| WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) | ||
| } | ||
|
|
||
| CGINCLUDE | ||
|
|
||
| #include "UnityCG.cginc" | ||
|
|
||
| uniform float4 _horizonColor; | ||
|
|
||
| uniform float4 WaveSpeed; | ||
| uniform float _WaveScale; | ||
| uniform float4 _WaveOffset; | ||
|
|
||
| struct appdata { | ||
| float4 vertex : POSITION; | ||
| float3 normal : NORMAL; | ||
| }; | ||
|
|
||
| struct v2f { | ||
| float4 pos : SV_POSITION; | ||
| float2 bumpuv[2] : TEXCOORD0; | ||
| float3 viewDir : TEXCOORD2; | ||
| UNITY_FOG_COORDS(3) | ||
| }; | ||
|
|
||
| v2f vert(appdata v) | ||
| { | ||
| v2f o; | ||
| float4 s; | ||
|
|
||
| o.pos = mul (UNITY_MATRIX_MVP, v.vertex); | ||
|
|
||
| // scroll bump waves | ||
| float4 temp; | ||
| float4 wpos = mul (_Object2World, v.vertex); | ||
| temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset; | ||
| o.bumpuv[0] = temp.xy * float2(.4, .45); | ||
| o.bumpuv[1] = temp.wz; | ||
|
|
||
| // object space view direction | ||
| o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) ); | ||
|
|
||
| UNITY_TRANSFER_FOG(o,o.pos); | ||
| return o; | ||
| } | ||
|
|
||
| ENDCG | ||
|
|
||
|
|
||
| Subshader { | ||
| Tags { "RenderType"="Opaque" } | ||
| Pass { | ||
|
|
||
| CGPROGRAM | ||
| #pragma vertex vert | ||
| #pragma fragment frag | ||
| #pragma multi_compile_fog | ||
|
|
||
| sampler2D _BumpMap; | ||
| sampler2D _ColorControl; | ||
|
|
||
| half4 frag( v2f i ) : COLOR | ||
| { | ||
| half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb; | ||
| half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb; | ||
| half3 bump = (bump1 + bump2) * 0.5; | ||
|
|
||
| half fresnel = dot( i.viewDir, bump ); | ||
| half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) ); | ||
|
|
||
| half4 col; | ||
| col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a ); | ||
| col.a = _horizonColor.a; | ||
|
|
||
| UNITY_APPLY_FOG(i.fogCoord, col); | ||
| return col; | ||
| } | ||
| ENDCG | ||
| } | ||
| } | ||
|
|
||
| } |
| @@ -0,0 +1,154 @@ | ||
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