init commit

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2024-07-09 20:19:43 +08:00
commit a825cf9d1c
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Packages/manifest.json Normal file
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}
}

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Packages/packages-lock.json Normal file
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace zz.water.editor
{
[System.Serializable]
public class WaterMesh
{
public enum Shape
{
Rectangle,
Disk
}
public Shape shape;
[FormerlySerializedAs("size")]
[Range(10, 1000)]
public float scale = 100f;
[Tooltip("Distance between vertices")]
[Range(0.15f, 10f)]
public float vertexDistance = 1f;
public float UVTiling = 1f;
[Tooltip("Shifts the vertices in a random direction. Definitely use this when using flat shading")]
[Range(0f, 1f)]
public float noise;
[Min(0)]
[Tooltip("The surface is normally flat, yet vertex displacement on the GPU such as waves can give the surface artificial height." +
"\n\nThis can cause a Mesh Renderer to be prematurely culled, despite still actually being visible." +
"\n\nThis value adds an artificial amount of height to the generate mesh's bounds, to avoid this from happening.")]
public float boundsPadding = 4f;
/// <summary>
/// Generated output mesh. Empty by default, use the Rebuild() function to generate one from the current settings.
/// </summary>
public Mesh mesh;
public Mesh Rebuild()
{
switch (shape)
{
case Shape.Rectangle: mesh = CreatePlane();
break;
case Shape.Disk: mesh = CreateCircle();
break;
}
return mesh;
}
public static Mesh Create(Shape shape, float size, float vertexDistance, float uvTiling = 1f, float noise = 0f)
{
WaterMesh waterMesh = new WaterMesh();
waterMesh.shape = shape;
waterMesh.scale = size;
waterMesh.vertexDistance = vertexDistance;
waterMesh.UVTiling = uvTiling;
waterMesh.noise = noise;
return waterMesh.Rebuild();
}
// Get the index of point number 'x' in circle number 'c'
private int GetPointIndex(int c, int x)
{
if (c < 0) return 0;
x = x % ((c + 1) * 6);
return (3 * c * (c + 1) + x + 1);
}
private Mesh CreateCircle()
{
Mesh m = new Mesh();
m.name = "WaterDisk";
int subdivisions = Mathf.FloorToInt(scale / vertexDistance);
float distance = 1f / subdivisions;
var vertices = new List<Vector3>();
var uvs = new List<Vector2>();
var uvs2 = new List<Vector2>();
vertices.Add(Vector3.zero); //Center
var tris = new List<int>();
// First pass => build vertices
for (int loop = 0; loop < subdivisions; loop++)
{
float angleStep = (Mathf.PI * 2f) / ((loop + 1) * 6);
for (int point = 0; point < (loop + 1) * 6; ++point)
{
Vector3 vPos = new Vector3(
Mathf.Sin(angleStep * point) ,
0f,
Mathf.Cos(angleStep * point));
UnityEngine.Random.InitState(loop + point);
vPos.x += UnityEngine.Random.Range(-noise * 0.01f, noise * 0.01f);
vPos.z -= UnityEngine.Random.Range(noise * 0.01f, -noise * 0.01f);
vertices.Add(vPos * (scale * 0.5f) * distance * (loop + 1));
}
}
//Planar mapping
for (int i = 0; i < vertices.Count; i++)
{
uvs.Add(new Vector2(0.5f + (vertices[i].x) * UVTiling,0.5f + (vertices[i].z) * UVTiling));
//Lightmap UV's
uvs2.Add(new Vector2(0.5f + (vertices[i].x / scale),0.5f + (vertices[i].z / scale)));
}
// Second pass => connect vertices into triangles
for (int circ = 0; circ < subdivisions; ++circ)
{
for (int point = 0, other = 0; point < (circ + 1) * 6; ++point)
{
if (point % (circ + 1) != 0)
{
// Create 2 triangles
tris.Add(GetPointIndex(circ - 1, other + 1));
tris.Add(GetPointIndex(circ - 1, other));
tris.Add(GetPointIndex(circ, point));
tris.Add(GetPointIndex(circ, point));
tris.Add(GetPointIndex(circ, point + 1));
tris.Add(GetPointIndex(circ - 1, other + 1));
++other;
}
else
{
// Create 1 inverse triangle
tris.Add(GetPointIndex(circ, point));
tris.Add(GetPointIndex(circ, point + 1));
tris.Add(GetPointIndex(circ - 1, other));
// Do not move to the next point in the smaller circle
}
}
}
// Create the mesh
m.SetVertices(vertices);
m.SetTriangles(tris, 0);
m.RecalculateNormals();
m.RecalculateTangents();
m.SetUVs(0, uvs);
m.SetUVs(1, uvs2);
m.colors = new Color[vertices.Count];
m.bounds = new Bounds(Vector3.zero, new Vector3(scale, boundsPadding, scale));
return m;
}
private Mesh CreatePlane()
{
Mesh m = new Mesh();
m.name = "WaterPlane";
scale = Mathf.Max(1f, scale);
int subdivisions = Mathf.FloorToInt(scale / vertexDistance);
int xCount = subdivisions + 1;
int zCount = subdivisions + 1;
int numTriangles = subdivisions * subdivisions * 6;
int numVertices = xCount * zCount;
Vector3[] vertices = new Vector3[numVertices];
Vector2[] uvs = new Vector2[numVertices];
Vector2[] uvs2 = new Vector2[numVertices];
int[] triangles = new int[numTriangles];
Vector4[] tangents = new Vector4[numVertices];
Vector3[] normals = new Vector3[numVertices];
Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
int index = 0;
float scaleX = scale / subdivisions;
float scaleY = scale / subdivisions;
float noiseScale = vertexDistance * 0.5f;
for (int z = 0; z < zCount; z++)
{
for (int x = 0; x < xCount; x++)
{
vertices[index] = new Vector3(x * scaleX - (scale * 0.5f), 0f, z * scaleY - (scale * 0.5f));
UnityEngine.Random.InitState(index);
vertices[index].x += UnityEngine.Random.Range(-noise * noiseScale, noise * noiseScale);
vertices[index].z -= UnityEngine.Random.Range(noise * noiseScale, -noise * noiseScale);
tangents[index] = tangent;
uvs[index] = new Vector2(0.5f + (vertices[index].x) * UVTiling, 0.5f + (vertices[index].z) * UVTiling);
//Lightmap UV's
uvs2[index] = new Vector2(0.5f + vertices[index].x / scale, 0.5f + vertices[index].z / scale);
normals[index] = Vector3.up;
index++;
}
}
index = 0;
for (int z = 0; z < subdivisions; z++)
{
for (int x = 0; x < subdivisions; x++)
{
triangles[index] = (z * xCount) + x;
triangles[index + 1] = ((z + 1) * xCount) + x;
triangles[index + 2] = (z * xCount) + x + 1;
triangles[index + 3] = ((z + 1) * xCount) + x;
triangles[index + 4] = ((z + 1) * xCount) + x + 1;
triangles[index + 5] = (z * xCount) + x + 1;
index += 6;
}
}
m.vertices = vertices;
m.triangles = triangles;
m.uv = uvs;
m.uv2 = uvs2;
m.tangents = tangents;
m.normals = normals;
m.colors = new Color[vertices.Length];
m.bounds = new Bounds(Vector3.zero, new Vector3(scale, boundsPadding, scale));
return m;
}
}
}

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fileFormatVersion: 2
guid: cf7a83bc3b7bd442a8f8867464fed7cd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.IO;
using UnityEditor;
using UnityEditor.AssetImporters;
using UnityEngine;
namespace zz.water.editor
{
[ScriptedImporter(1, FILE_EXTENSION)]
public class WaterMeshImporter : ScriptedImporter
{
private const string FILE_EXTENSION = "watermesh";
[SerializeField] public WaterMesh waterMesh = new WaterMesh();
public override void OnImportAsset(AssetImportContext context)
{
waterMesh.Rebuild();
context.AddObjectToAsset("mesh", waterMesh.mesh);
context.SetMainObject(waterMesh.mesh);
}
//Handles correct behaviour when double-clicking a .watermesh asset assigned to a field
//Otherwise the OS prompts to open it
[UnityEditor.Callbacks.OnOpenAsset]
public static bool OnOpenAsset(int instanceID, int line)
{
Object target = EditorUtility.InstanceIDToObject(instanceID);
if (target is Mesh)
{
var path = AssetDatabase.GetAssetPath(instanceID);
if (Path.GetExtension(path) != "." + FILE_EXTENSION) return false;
Selection.activeObject = target;
return true;
}
return false;
}
}
[CustomEditor(typeof(WaterMeshImporter))]
public class WaterMeshImporterEditor: ScriptedImporterEditor
{
private SerializedProperty waterMesh;
private SerializedProperty shape;
private SerializedProperty scale;
private SerializedProperty UVTiling;
private SerializedProperty vertexDistance;
private SerializedProperty noise;
private SerializedProperty boundsPadding;
private WaterMeshImporter importer;
private bool autoApplyChanges;
public override void OnEnable()
{
base.OnEnable();
importer = (WaterMeshImporter)target;
waterMesh = serializedObject.FindProperty("waterMesh");
shape = waterMesh.FindPropertyRelative("shape");
scale = waterMesh.FindPropertyRelative("scale");
UVTiling = waterMesh.FindPropertyRelative("UVTiling");
vertexDistance = waterMesh.FindPropertyRelative("vertexDistance");
noise = waterMesh.FindPropertyRelative("noise");
boundsPadding = waterMesh.FindPropertyRelative("boundsPadding");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(shape);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(scale);
EditorGUILayout.PropertyField(vertexDistance);
int subdivisions = Mathf.FloorToInt(scale.floatValue / vertexDistance.floatValue);
int vertexCount = Mathf.FloorToInt(subdivisions * subdivisions);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
Rect rect = EditorGUILayout.GetControlRect();
EditorGUI.ProgressBar(rect, (float)vertexCount/65535f, $"Vertex count: {vertexCount:N1}/{65535f:N1}");
}
if(vertexCount > 65535)
{
EditorGUILayout.HelpBox("Vertex count (" + vertexCount + ") is too high. Decrease the scale, or increase the vertex distance.", MessageType.Error);
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(UVTiling);
EditorGUILayout.PropertyField(noise);
EditorGUILayout.PropertyField(boundsPadding);
EditorGUILayout.Space();
autoApplyChanges = EditorGUILayout.Toggle("Auto-apply changes", autoApplyChanges);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
if (autoApplyChanges && HasModified())
{
#if UNITY_2022_2_OR_NEWER
this.SaveChanges();
#else
this.ApplyAndImport();
#endif
importer = (WaterMeshImporter)target;
}
}
this.ApplyRevertGUI();
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using UnityEditor;
namespace zz.water.editor
{
public class ZZWaterEditor
{
[MenuItem("Assets/Create/ZZWater/Mesh")]
private static void CreateWaterPlaneAsset() {
ProjectWindowUtil.CreateAssetWithContent("NewWatermesh.watermesh", "");
}
}
}

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{
"name": "zzwater",
"description": "simplify Stylized water for the Universal Render Pipeline",
"version": "1.6.0",
"unity": "2021.3",
"unityRelease": "16f1",
"displayName": "zzwater",
"dependencies": {
"com.unity.render-pipelines.universal": "10.3.2"
},
"author": {
"name": "Skistua",
"email": "contact@staggart.xyz"
},
"keywords": [
"water",
"shader",
"stylized",
"mobile",
"urp"
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#ifndef WATER_COMMON_INCLUDED
#define WATER_COMMON_INCLUDED
//As per the "Shader" section of the documentation, this is primarily used for synchronizing animations in networked applications.
#define TIME_FRAG_INPUT input.uv.z
#define TIME_VERTEX_OUTPUT output.uv.z
#define TIME ((TIME_FRAG_INPUT * _Speed) * -_Direction.xy)
#define TIME_VERTEX ((TIME_VERTEX_OUTPUT * _Speed) * -_Direction.xy)
#define HORIZONTAL_DISPLACEMENT_SCALAR 0.01
#define UP_VECTOR float3(0,1,0)
#define RAD2DEGREE 57.29578
struct WaterSurface
{
float3 positionWS;
float3 viewDelta; //Un-normalized view direction,
float3 viewDir;
//Normal from the base geometry, in world-space
float3 vertexNormal;
float3 albedo;
float3 offset;
float alpha;
};
struct SceneDepth
{
float raw;
float linear01;
float eye;
};
#define FAR_CLIP _ProjectionParams.z
#define NEAR_CLIP _ProjectionParams.y
//Scale linear values to the clipping planes for orthographic projection (unity_OrthoParams.w = 1 = orthographic)
#define DEPTH_SCALAR (FAR_CLIP - NEAR_CLIP)
//Return depth based on the used technique (buffer, vertex color, baked texture)
SceneDepth SampleDepth(float4 screenPos)
{
SceneDepth depth = (SceneDepth)0;
screenPos.xyz /= screenPos.w;
depth.raw = SampleSceneDepth(screenPos.xy);
depth.eye = LinearEyeDepth(depth.raw, _ZBufferParams);
depth.linear01 = Linear01Depth(depth.raw, _ZBufferParams) * DEPTH_SCALAR;
return depth;
}
#endif

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struct SceneData
{
float4 positionSS; //Unnormalized
float2 screenPos; //Normalized and no refraction
float3 positionWS;
float viewDepth;
float verticalDepth;
};
void PopulateSceneData(inout SceneData scene, in Varyings input, in WaterSurface water, in float3 camPos)
{
scene.positionSS = input.screenPos;
scene.screenPos = input.screenPos.xy / input.screenPos.w;
//Default for disabled depth texture
scene.viewDepth = 1;
scene.verticalDepth = 1;
//Screen depth Projection to world position
SceneDepth depth = SampleDepth(scene.positionSS);
float3 projWorldPos = depth.eye * (water.viewDir / input.screenPos.w) - camPos;
scene.positionWS = -projWorldPos;
const float sceneDepth = depth.eye;
const float clipSpaceDepth = LinearEyeDepth(input.positionCS.z, _ZBufferParams);
//Z-distance to opaque surface
scene.viewDepth = sceneDepth - clipSpaceDepth;
//Distance to opaque geometry in normal direction
scene.verticalDepth = length((water.positionWS - scene.positionWS) * water.vertexNormal);
//scene.verticalDepth = DepthDistance(water.positionWS, scene.positionWS, water.waveNormal * normalSign);
}
float4 ForwardPassFragment(Varyings input) : SV_Target
{
WaterSurface water = (WaterSurface)0;
SceneData scene = (SceneData)0;
float3 camPos = GetCurrentViewPosition();
float3 normalWS = normalize(input.normalWS.xyz);
float3 WorldTangent = input.tangent.xyz;
float3 WorldBiTangent = input.bitangent.xyz;
//wPos.x in w-component
float3 positionWS = float3(input.normalWS.w, input.tangent.w, input.bitangent.w);
water.alpha = 1.0;
water.positionWS = positionWS;
water.viewDelta = camPos - scene.positionWS;
water.viewDir = normalize(water.viewDelta);
water.vertexNormal = normalize(input.normalWS.xyz);
half VdotN = 1.0 - saturate(dot(water.viewDir, normalWS));
PopulateSceneData(scene, input, water, camPos);
return float4(scene.viewDepth.xxx, 1);
}

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CBUFFER_START(UnityPerMaterial)
float2 _Direction;
float _Speed;
//Waves
float _WaveSpeed;
half _WaveHeight;
half _WaveNormalStr;
float _WaveDistance;
half2 _WaveFadeDistance;
float _WaveSteepness;
uint _WaveCount;
half4 _WaveDirection;
CBUFFER_END

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//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
#ifndef PIPELINE_INCLUDED
#define PIPELINE_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#ifdef POST_PROCESSING //These would have the core blit library included
#define UNITY_CORE_SAMPLERS_INCLUDED
#endif
#ifndef UNITY_CORE_SAMPLERS_INCLUDED //Backwards compatibility for <2023.1+
#define UNITY_CORE_SAMPLERS_INCLUDED
SamplerState sampler_LinearClamp;
SamplerState sampler_PointClamp;
SamplerState sampler_PointRepeat;
SamplerState sampler_LinearRepeat;
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
#endif

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struct Attributes
{
float4 positionOS : POSITION;
float4 uv : TEXCOORD0;
float4 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 uv : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
//wPos.x in w-component
float4 normalWS : NORMAL;
//wPos.y in w-component
float4 tangent : TANGENT;
//wPos.z in w-component
float4 bitangent : TEXCOORD4;
float4 screenPos : TEXCOORD5;
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
Varyings LitPassVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.uv.xy = input.uv.xy;
output.uv.z = _TimeParameters.x;
output.uv.w = 0;
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS.xyz, input.tangentOS);
float2 uv = positionWS.xz;
//WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y);
WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y);
//Apply vertex displacements
positionWS += waves.position.xyz;
output.positionCS = TransformWorldToHClip(positionWS);
output.screenPos = ComputeScreenPos(output.positionCS);
output.normalWS = float4(normalInput.normalWS, positionWS.x);
output.tangent = float4(normalInput.tangentWS, positionWS.y);
output.bitangent = float4(normalInput.bitangentWS, positionWS.z);
return output;
}

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struct WaveInfo
{
float3 position;
float3 normal;
};
float3 GerstnerOffset4(float2 xzVtx, float4 steepness, float4 amp, float4 freq, float4 speed, float4 dirAB, float4 dirCD)
{
float3 offsets;
float4 AB = steepness.xxyy * dirAB.xyzw * amp.xxyy;
float4 CD = steepness.zzww * dirCD.xyzw * amp.zzww;
float4 dotABCD = freq.xyzw * float4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
float4 COS = cos(dotABCD + speed); float4 SIN = sin(dotABCD + speed);
offsets.x = dot(COS, float4(AB.xz, CD.xz));
offsets.z = dot(COS, float4(AB.yw, CD.yw));
offsets.y = dot(SIN, amp); //Remap to only positive values;
return offsets;
}
float3 GerstnerNormal4(float2 xzVtx, float4 amp, float4 freq, float4 speed, float4 dirAB, float4 dirCD)
{
float3 nrml = float3(0, 2.0, 0);
float4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
float4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
float4 dotABCD = freq.xyzw * float4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
float4 COS = cos(dotABCD + speed);
nrml.x -= dot(COS, float4(AB.xz, CD.xz));
nrml.z -= dot(COS, float4(AB.yw, CD.yw));
nrml.xz *= _WaveNormalStr;
nrml = normalize(nrml);
return nrml;
}
void Gerstner(inout float3 offs, inout float3 nrml,
float2 position,
float4 amplitude, float4 frequency, float4 steepness,
float4 speed, float4 directionAB, float4 directionCD)
{
offs += GerstnerOffset4(position, steepness, amplitude, frequency, speed, directionAB, directionCD);
nrml += GerstnerNormal4(position, amplitude, frequency, speed, directionAB, directionCD);
}
#define WAVE_COUNT _WaveCount
#define MAX_WAVE_COUNT 5
#define STEEPNESS_SCALE 0.01
//v1.1.8+
WaveInfo GetWaveInfo(float2 position, float2 time, float height, float mask, float fadeStart, float fadeEnd)
{
WaveInfo waves = (WaveInfo)0;
float4 amp = float4(0.3, 0.35, 0.25, 0.25);
float4 freq = float4(1.3, 1.35, 1.25, 1.25) * (1-_WaveDistance) * 3.0;
const float4 speed = float4(1.2* time.x, 1.375* time.y, 1.1 * time.x, time.y) ; //Pre-multiplied with time
const float4 dir1 = float4(0.3, 0.85, 0.85, 0.25) * _WaveDirection;
const float4 dir2 = float4(0.1, 0.9, -0.5, -0.5) * _WaveDirection;
const float4 steepness = float4(12.0, 12.0, 12.0, 12.0) * _WaveSteepness * lerp(1.0, MAX_WAVE_COUNT, 1/WAVE_COUNT);
//Distance based scalar
float pixelDist = length(GetCurrentViewPosition().xz - position.xy);
float fadeFactor = saturate((fadeEnd - pixelDist ) / (fadeEnd-fadeStart));
for (uint i = 0; i <= WAVE_COUNT; i++)
{
float t = 1+((float)i / (float)WAVE_COUNT);
freq *= t;
amp *= fadeFactor;
Gerstner(/*out*/ waves.position, /*out*/ waves.normal, position, amp, freq, steepness, speed, dir1, dir2);
}
waves.normal = normalize(waves.normal);
//Average
waves.position.y /= WAVE_COUNT;
//waves.normal.xz *= WAVE_COUNT;
waves.position.xz *= STEEPNESS_SCALE * height * mask;
waves.position.y *= height * mask;
return waves;
}
//Depricated
WaveInfo GetWaveInfo(float2 position, float2 time, float fadeStart, float fadeEnd)
{
return GetWaveInfo(position, time, 1.0, 1.0, fadeStart, fadeEnd);
}

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Shader "zzwater/ocean"
{
Properties
{
_Direction("Animation direction", Vector) = (0,-1,0,0)
_Speed("Animation Speed", Float) = 1
//waves
_WaveSpeed("Speed", Float) = 2
_WaveHeight("Height", Range(0 , 10)) = 0.25
_WaveNormalStr("Normal Strength", Range(0 , 32)) = 0.5
_WaveDistance("Distance", Range(0 , 1)) = 0.8
_WaveFadeDistance("Wave fade distance (Start/End)", Vector) = (150, 300, 0, 0)
_WaveSteepness("Steepness", Range(0 , 5)) = 0.1
_WaveCount("Count", Range(1 , 5)) = 1
_WaveDirection("Direction", vector) = (1,1,1,1)
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
"Queue" = "Transparent+0"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
Cull Back
ZTest LEqual
ZClip On
HLSLPROGRAM
#pragma target 3.0
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/zzwater/shaders/libs/URP.hlsl"
#include "Packages/zzwater/shaders/libs/Common.hlsl"
#include "Packages/zzwater/shaders/libs/Input.hlsl"
#include "Packages/zzwater/shaders/libs/Waves.hlsl"
#include "Packages/zzwater/shaders/libs/Vertex.hlsl"
#pragma vertex Vertex
Varyings Vertex(Attributes v)
{
return LitPassVertex(v);
}
#pragma fragment ForwardPassFragment
#include "Packages/zzwater/shaders/libs/ForwardPass.hlsl"
ENDHLSL
}
}
FallBack "Diffuse"
}

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