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Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

29 lines
919 B
HLSL

//UNITY_SHADER_NO_UPGRADE
#ifndef WATER_OBJ_INCLUDE
#define WATER_OBJ_INCLUDE
#ifndef GET_TF_FROM_M
#define GET_TF_FROM_M(m) dot(float3(m[0].w, m[1].w, m[2].w),1)
#endif
inline float3 GetObjWaveDisplacement(float3 positionOS, float4 waterDir, float freq, float intensity, float factor)
{
float3 positionWS = TransformObjectToWorld(positionOS);
float objFreq = _Time.y * freq + positionWS.y ;
float objPhase = objFreq + GET_TF_FROM_M(GetObjectToWorldMatrix()) * waterDir.w;
float branchPhase = objPhase + dot(positionOS.xyz,1);
float offset = sin(objPhase) + cos(branchPhase);
return normalize(waterDir.xyz) * offset * factor * intensity;
}
void GGetObjWaveDisplacement_float(float3 positionOS, float4 waterDir, float freq, float intensity, float factor, out float3 Out)
{
Out = GetObjWaveDisplacement(positionOS, waterDir, freq, intensity, factor);
}
#endif //WATER_OBJ_INCLUDE