diff --git a/Assets/Jbl_Shaders/Fog/FogLightTest.shader b/Assets/Jbl_Shaders/Fog/FogLightTest.shader new file mode 100644 index 0000000..ed25931 --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/FogLightTest.shader @@ -0,0 +1,84 @@ +Shader "Custom/VolumetricFog_Full" +{ + Properties + { + _Density("Fog Density", Range(0,1)) = 0.1 + _LightContribution("Light Contribution", Color) = (1,1,1,1) + _LightScattering("Scattering", Range(-1,1)) = 0.0 + } + + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" } + Pass + { + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings Vert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.uv = IN.uv; + return OUT; + } + + float _Density; + float4 _LightContribution; + float _LightScattering; + + // Henyey-Greenstein phase function + float henyey_greenstein(float cosTheta, float g) + { + float g2 = g * g; + return (1.0 - g2) / pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5); + } + + half4 Frag(Varyings IN) : SV_Target + { + // Raymarching setup (tu wstawiasz swój kod raymarchingu) + float3 rayPosWS = float3(0,0,0); // przykładowa pozycja w świecie + float3 rayDir = float3(0,0,1); // przykładowy kierunek + + float3 fogCol = 0; + + // === Main Light === + Light mainLight = GetMainLight(); + float phaseMain = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering); + fogCol += mainLight.color.rgb * _LightContribution.rgb * phaseMain; + + // === Additional Lights === + int addCount = GetAdditionalLightsCount(); + for (int li = 0; li < addCount; li++) + { + Light addLight = GetAdditionalLight(li, rayPosWS); + float3 dir = normalize(addLight.direction); + float atten = addLight.distanceAttenuation * addLight.shadowAttenuation; + float phase = henyey_greenstein(dot(rayDir, dir), _LightScattering); + + fogCol += addLight.color.rgb * _LightContribution.rgb * phase * atten; + } + + // Final fog color + return float4(fogCol * _Density, 1); + } + ENDHLSL + } + } +} diff --git a/Assets/Jbl_Shaders/Fog/FogLightTest.shader.meta b/Assets/Jbl_Shaders/Fog/FogLightTest.shader.meta new file mode 100644 index 0000000..e52e49b --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/FogLightTest.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fdafb493989dec34a90c23c178dc535b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0 — kopia.txt b/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0 — kopia.txt new file mode 100644 index 0000000..116080d --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0 — kopia.txt @@ -0,0 +1,167 @@ +Shader "Custom/VolumetricFog_ExtendedFX" +{ + Properties + { + _ColorLow("Fog Color Low", Color) = (0.6, 0.6, 0.7, 1) + _ColorHigh("Fog Color High", Color) = (0.8, 0.8, 0.9, 1) + _AmbientFogColor("Ambient Fog Color", Color) = (0.3, 0.3, 0.35, 1) + + _MaxDistance("Max Distance", Float) = 100 + _StepSize("Step Size", Range(0.1, 20)) = 1 + _MaxSteps("Max Steps", Range(8, 256)) = 64 + + _DensityMultiplier("Density Multiplier", Range(0, 10)) = 1 + _DensityThreshold("Density Threshold", Range(0, 1)) = 0.1 + _HeightFalloff("Height Falloff", Range(0, 2)) = 0.2 + + _NoiseOffset("Noise Offset", Float) = 0 + _NoiseTiling("Noise Tiling", Float) = 1 + _FogNoise("Fog Noise", 3D) = "white" {} + + _NoiseScrollSpeed("Noise Scroll Speed (XYZ)", Vector) = (0.02, 0, 0.015, 0) + _NoisePulseSpeed("Noise Pulse Speed", Float) = 0.2 + _NoisePulseAmount("Noise Pulse Amount", Float) = 0.1 + + [HDR]_LightContribution("Light Contribution", Color) = (1, 1, 1, 1) + _LightScattering("Light Scattering (g)", Range(-1, 1)) = 0.2 + + _DepthFade("Depth Fade Strength", Range(0,1)) = 0.3 + + // ✅ Soft clip dla near fade + _NearStart("Near Fade Start", Float) = 1.0 + _NearEnd("Near Fade End", Float) = 3.0 + + _DayColor("Day Fog Tint", Color) = (0.7,0.75,0.8,1) + _NightColor("Night Fog Tint", Color) = (0.3,0.35,0.4,1) + _DayFactor("Day/Night Blend", Range(0,1)) = 0.5 + _GodRayStrength("God Ray Strength", Range(0,1)) = 0.2 + + _DitherStrength("Dither Strength", Range(0,1)) = 0.3 + _ColorSteps("Color Steps", Range(2,32)) = 8 + } + + SubShader + { + Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment frag + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS + + #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.core/Runtime/Utilities/Blit.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + float4 _ColorLow, _ColorHigh, _AmbientFogColor; + float _MaxDistance, _StepSize; int _MaxSteps; + float _DensityMultiplier, _DensityThreshold, _HeightFalloff; + float _NoiseOffset, _NoiseTiling; TEXTURE3D(_FogNoise); + float3 _NoiseScrollSpeed; float _NoisePulseSpeed, _NoisePulseAmount; + float4 _LightContribution; float _LightScattering; + + float _DepthFade; + float _NearStart, _NearEnd; + float4 _DayColor, _NightColor; float _DayFactor, _GodRayStrength; + float _DitherStrength; float _ColorSteps; + + float henyey_greenstein(float cosTheta, float g) + { + float g2 = g * g; + return (1.0 - g2) / (4.0 * PI * pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5)); + } + + float get_density(float3 worldPos) + { + float pulse = 1.0 + sin(_Time.y * _NoisePulseSpeed) * _NoisePulseAmount; + float3 noiseCoords = worldPos * 0.01 * _NoiseTiling * pulse; + noiseCoords += _NoiseScrollSpeed * _Time.y; + + float4 noise = _FogNoise.SampleLevel(sampler_TrilinearRepeat, noiseCoords, 0); + float density = noise.r; + density = saturate(density - _DensityThreshold) * _DensityMultiplier; + density *= exp(-max(0, worldPos.y) * _HeightFalloff); + return density; + } + + half4 frag(Varyings IN) : SV_Target + { + float4 col = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, IN.texcoord); + float depth = SampleSceneDepth(IN.texcoord); + float3 worldPos = ComputeWorldSpacePosition(IN.texcoord, depth, UNITY_MATRIX_I_VP); + + float3 entryPoint = _WorldSpaceCameraPos; + float3 viewDir = worldPos - _WorldSpaceCameraPos; + float viewLength = length(viewDir); + float3 rayDir = normalize(viewDir); + + float2 pixelCoords = IN.texcoord * _BlitTexture_TexelSize.zw; + float distLimit = min(viewLength, _MaxDistance); + float distTravelled = InterleavedGradientNoise(pixelCoords, (int)(_Time.y / max(HALF_EPS, unity_DeltaTime.x))) * _NoiseOffset; + + float transmittance = 1.0; + float3 fogAccum = 0; + + [loop] + for (int i = 0; i < _MaxSteps && distTravelled < distLimit; i++) + { + float3 rayPos = entryPoint + rayDir * distTravelled; + float density = get_density(rayPos); + + if (density > 0) + { + Light mainLight = GetMainLight(TransformWorldToShadowCoord(rayPos)); + float phase = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering); + float3 lightCol = mainLight.color.rgb * _LightContribution.rgb * phase * mainLight.shadowAttenuation; + + #if defined(_ADDITIONAL_LIGHTS) + uint lightCount = GetAdditionalLightsCount(); + [loop] + for (uint li = 0; li < lightCount; li++) + { + Light addLight = GetAdditionalLight(li, rayPos); + float phaseAdd = henyey_greenstein(dot(rayDir, addLight.direction), _LightScattering); + lightCol += addLight.color.rgb * _LightContribution.rgb * phaseAdd * addLight.distanceAttenuation; + } + #endif + + float3 fogColor = lerp(_ColorLow.rgb, _ColorHigh.rgb, saturate(rayPos.y * 0.01)); + float3 dayNightTint = lerp(_NightColor.rgb, _DayColor.rgb, _DayFactor); + fogColor = lerp(fogColor, dayNightTint, 0.5); + fogColor = lerp(fogColor, _AmbientFogColor.rgb, 0.25); + + fogColor += lightCol * _GodRayStrength; + + // ✅ Depth fade + float fade = exp(-distTravelled * _DepthFade); + + // ✅ Soft clip near fade + float nearFactor = saturate((distTravelled - _NearStart) / (_NearEnd - _NearStart)); + + density *= fade * nearFactor; + + fogAccum += (fogColor + lightCol) * density * _StepSize; + transmittance *= exp(-density * _StepSize); + + if (transmittance < 0.01) break; + } + + distTravelled += _StepSize; + } + + float3 finalFog = fogAccum * transmittance; + + float dither = frac(sin(dot(pixelCoords, float2(12.9898,78.233))) * 43758.5453); + finalFog += (dither - 0.5) * _DitherStrength.xxx; + finalFog = floor(finalFog * _ColorSteps) / _ColorSteps; + + return float4(lerp(col.rgb, finalFog, 1.0 - saturate(transmittance)), 1.0); + } + ENDHLSL + } + } +} diff --git a/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0 — kopia.txt.meta b/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0 — kopia.txt.meta new file mode 100644 index 0000000..1ee1ea9 --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0 — kopia.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7ede0440c54f24247bdf517431d7493d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader b/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader index 116080d..b72cda9 100644 --- a/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader +++ b/Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader @@ -27,7 +27,6 @@ Shader "Custom/VolumetricFog_ExtendedFX" _DepthFade("Depth Fade Strength", Range(0,1)) = 0.3 - // ✅ Soft clip dla near fade _NearStart("Near Fade Start", Float) = 1.0 _NearEnd("Near Fade End", Float) = 3.0 @@ -50,7 +49,6 @@ Shader "Custom/VolumetricFog_ExtendedFX" #pragma vertex Vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN - #pragma multi_compile _ _ADDITIONAL_LIGHTS #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" @@ -69,6 +67,12 @@ Shader "Custom/VolumetricFog_ExtendedFX" float4 _DayColor, _NightColor; float _DayFactor, _GodRayStrength; float _DitherStrength; float _ColorSteps; + // ✅ Custom additional lights (z C# feature) + int _CustomAdditionalLightCount; + float4 _CustomAdditionalLightPos[16]; + float4 _CustomAdditionalLightColor[16]; + float _CustomAdditionalLightRange[16]; + float henyey_greenstein(float cosTheta, float g) { float g2 = g * g; @@ -114,21 +118,25 @@ Shader "Custom/VolumetricFog_ExtendedFX" if (density > 0) { + // Main Light Light mainLight = GetMainLight(TransformWorldToShadowCoord(rayPos)); float phase = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering); float3 lightCol = mainLight.color.rgb * _LightContribution.rgb * phase * mainLight.shadowAttenuation; - #if defined(_ADDITIONAL_LIGHTS) - uint lightCount = GetAdditionalLightsCount(); - [loop] - for (uint li = 0; li < lightCount; li++) + // ✅ Custom Additional Lights + for (int li = 0; li < _CustomAdditionalLightCount; li++) { - Light addLight = GetAdditionalLight(li, rayPos); - float phaseAdd = henyey_greenstein(dot(rayDir, addLight.direction), _LightScattering); - lightCol += addLight.color.rgb * _LightContribution.rgb * phaseAdd * addLight.distanceAttenuation; - } - #endif + float3 toLight = _CustomAdditionalLightPos[li].xyz - rayPos; + float dist = length(toLight); + float3 dir = normalize(toLight); + float atten = saturate(1.0 - dist / _CustomAdditionalLightRange[li]); + float phaseAdd = henyey_greenstein(dot(rayDir, dir), _LightScattering); + + lightCol += _CustomAdditionalLightColor[li].rgb * _LightContribution.rgb * phaseAdd * atten; + } + + // Fog color blending float3 fogColor = lerp(_ColorLow.rgb, _ColorHigh.rgb, saturate(rayPos.y * 0.01)); float3 dayNightTint = lerp(_NightColor.rgb, _DayColor.rgb, _DayFactor); fogColor = lerp(fogColor, dayNightTint, 0.5); @@ -136,10 +144,7 @@ Shader "Custom/VolumetricFog_ExtendedFX" fogColor += lightCol * _GodRayStrength; - // ✅ Depth fade float fade = exp(-distTravelled * _DepthFade); - - // ✅ Soft clip near fade float nearFactor = saturate((distTravelled - _NearStart) / (_NearEnd - _NearStart)); density *= fade * nearFactor; @@ -160,6 +165,8 @@ Shader "Custom/VolumetricFog_ExtendedFX" finalFog = floor(finalFog * _ColorSteps) / _ColorSteps; return float4(lerp(col.rgb, finalFog, 1.0 - saturate(transmittance)), 1.0); + return float4(_CustomAdditionalLightColor[0].rgb, 1.0); + } ENDHLSL } diff --git a/Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader b/Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader new file mode 100644 index 0000000..f8433f0 --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader @@ -0,0 +1,198 @@ +Shader "Custom/VolumetricFog_Hybrid" +{ + Properties + { + _ColorLow("Fog Color Low", Color) = (0.6, 0.6, 0.7, 1) + _ColorHigh("Fog Color High", Color) = (0.8, 0.8, 0.9, 1) + _AmbientFogColor("Ambient Fog Color", Color) = (0.3, 0.3, 0.35, 1) + + _MaxDistance("Max Distance", Float) = 100 + _StepSize("Step Size", Range(0.1, 20)) = 1 + _MaxSteps("Max Steps", Range(8, 256)) = 64 + + _DensityMultiplier("Density Multiplier", Range(0, 10)) = 1 + _DensityThreshold("Density Threshold", Range(0, 1)) = 0.1 + _HeightFalloff("Height Falloff", Range(0, 2)) = 0.2 + + _NoiseOffset("Noise Offset", Float) = 0 + _NoiseTiling("Noise Tiling", Float) = 1 + _FogNoise("Fog Noise", 3D) = "white" {} + + _NoiseScrollSpeed("Noise Scroll Speed (XYZ)", Vector) = (0.02, 0, 0.015, 0) + _NoisePulseSpeed("Noise Pulse Speed", Float) = 0.2 + _NoisePulseAmount("Noise Pulse Amount", Float) = 0.1 + + [HDR]_LightContribution("Light Contribution", Color) = (1, 1, 1, 1) + _LightScattering("Light Scattering (g)", Range(-1, 1)) = 0.2 + + _DepthFade("Depth Fade Strength", Range(0,1)) = 0.3 + + _NearStart("Near Fade Start", Float) = 1.0 + _NearEnd("Near Fade End", Float) = 3.0 + + _DayColor("Day Fog Tint", Color) = (0.7,0.75,0.8,1) + _NightColor("Night Fog Tint", Color) = (0.3,0.35,0.4,1) + _DayFactor("Day/Night Blend", Range(0,1)) = 0.5 + _GodRayStrength("God Ray Strength", Range(0,1)) = 0.2 + + _DitherStrength("Dither Strength", Range(0,1)) = 0.3 + _ColorSteps("Color Steps", Range(2,32)) = 8 + + // Sterowanie zależnością od wysokości + _HeightModeBlend("Height Mode Blend (0=World,1=Camera)", Range(0,1)) = 1 + } + + SubShader + { + Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment frag + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + + #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.core/Runtime/Utilities/Blit.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + float4 _ColorLow, _ColorHigh, _AmbientFogColor; + float _MaxDistance, _StepSize; int _MaxSteps; + float _DensityMultiplier, _DensityThreshold, _HeightFalloff; + float _NoiseOffset, _NoiseTiling; TEXTURE3D(_FogNoise); + float3 _NoiseScrollSpeed; float _NoisePulseSpeed, _NoisePulseAmount; + float4 _LightContribution; float _LightScattering; + + float _DepthFade; + float _NearStart, _NearEnd; + float4 _DayColor, _NightColor; float _DayFactor, _GodRayStrength; + float _DitherStrength; float _ColorSteps; + + int _CustomAdditionalLightCount; + float4 _CustomAdditionalLightPos[16]; + float4 _CustomAdditionalLightColor[16]; + float _CustomAdditionalLightRange[16]; + + float _HeightModeBlend; + + // ——— Helpers ——— + float henyey_greenstein(float cosTheta, float g) + { + float g2 = g * g; + return (1.0 - g2) / (4.0 * PI * pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5)); + } + + // Hybrydowa gęstość mgły: miks world height i camera height + relY + float get_density(float3 worldPos) + { + // 3D noise coords pozostawiamy w world space (topologia nadal „rzeźbi” mgłę), + // ale wysokościowy spadek gęstości kontrolujemy hybrydą. + float pulse = 1.0 + sin(_Time.y * _NoisePulseSpeed) * _NoisePulseAmount; + float3 noiseCoords = worldPos * 0.01 * _NoiseTiling * pulse; + noiseCoords += _NoiseScrollSpeed * _Time.y; + + float4 noise = _FogNoise.SampleLevel(sampler_TrilinearRepeat, noiseCoords, 0); + float density = noise.r; + density = saturate(density - _DensityThreshold) * _DensityMultiplier; + + // World vs Camera height falloff + float camY = _WorldSpaceCameraPos.y; + float relY = worldPos.y - camY; // wysokość względem kamery + float worldFactor = exp(-max(0, worldPos.y) * _HeightFalloff); + float camFactor = exp(-max(0, camY) * _HeightFalloff); // stały względem ray’a + float relFactor = exp(-abs(relY) * _HeightFalloff); // „chmura” wokół kamery + + // Hybryda: najpierw łączymy world i relY (wygląda kamerowo), potem mieszamy z camY stałym + float camLike = lerp(worldFactor, relFactor, _HeightModeBlend); + float hybrid = lerp(worldFactor, camLike, _HeightModeBlend); // przy 1.0 = relY (kamerowo), przy 0.0 = world + + density *= hybrid; + return density; + } + + half4 frag(Varyings IN) : SV_Target + { + float4 col = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, IN.texcoord); + float depth = SampleSceneDepth(IN.texcoord); + float3 worldPos = ComputeWorldSpacePosition(IN.texcoord, depth, UNITY_MATRIX_I_VP); + + float3 entryPoint = _WorldSpaceCameraPos; + float3 viewDir = worldPos - _WorldSpaceCameraPos; + float viewLength = length(viewDir); + float3 rayDir = normalize(viewDir); + + float2 pixelCoords = IN.texcoord * _BlitTexture_TexelSize.zw; + float distLimit = min(viewLength, _MaxDistance); + float distTravelled = InterleavedGradientNoise(pixelCoords, (int)(_Time.y / max(HALF_EPS, unity_DeltaTime.x))) * _NoiseOffset; + + float transmittance = 1.0; + float3 fogAccum = 0; + + [loop] + for (int i = 0; i < _MaxSteps && distTravelled < distLimit; i++) + { + float3 rayPos = entryPoint + rayDir * distTravelled; + float density = get_density(rayPos); + + if (density > 0) + { + // Lighting + Light mainLight = GetMainLight(TransformWorldToShadowCoord(rayPos)); + float phase = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering); + float3 lightCol = mainLight.color.rgb * _LightContribution.rgb * phase * mainLight.shadowAttenuation; + + for (int li = 0; li < _CustomAdditionalLightCount; li++) + { + float3 toLight = _CustomAdditionalLightPos[li].xyz - rayPos; + float dist = length(toLight); + float3 dir = normalize(toLight); + + float atten = saturate(1.0 - dist / _CustomAdditionalLightRange[li]); + float phaseAdd = henyey_greenstein(dot(rayDir, dir), _LightScattering); + + lightCol += _CustomAdditionalLightColor[li].rgb * _LightContribution.rgb * phaseAdd * atten; + } + + // Fog color: przestajemy wiązać gradient z worldPos.y — używamy wysokości względnej do kamery + float camY = _WorldSpaceCameraPos.y; + float relY = rayPos.y - camY; + float worldColorF = saturate(rayPos.y * 0.01); + float camColorF = saturate(relY * 0.01); // ten daje „stały” wygląd niezależnie od poziomu mapy + float colorF = lerp(worldColorF, camColorF, _HeightModeBlend); + + float3 fogColor = lerp(_ColorLow.rgb, _ColorHigh.rgb, colorF); + float3 dayNightTint = lerp(_NightColor.rgb, _DayColor.rgb, _DayFactor); + fogColor = lerp(fogColor, dayNightTint, 0.5); + fogColor = lerp(fogColor, _AmbientFogColor.rgb, 0.25); + + fogColor += lightCol * _GodRayStrength; + + // Fading + float fade = exp(-distTravelled * _DepthFade); + float nearFactor = saturate((distTravelled - _NearStart) / (_NearEnd - _NearStart)); + density *= fade * nearFactor; + + fogAccum += (fogColor + lightCol) * density * _StepSize; + transmittance *= exp(-density * _StepSize); + + if (transmittance < 0.01) break; + } + + distTravelled += _StepSize; + } + + float3 finalFog = fogAccum * transmittance; + + // Dither + quantize + float dither = frac(sin(dot(pixelCoords, float2(12.9898,78.233))) * 43758.5453); + finalFog += (dither - 0.5) * _DitherStrength.xxx; + finalFog = floor(finalFog * _ColorSteps) / _ColorSteps; + + return float4(lerp(col.rgb, finalFog, 1.0 - saturate(transmittance)), 1.0); + } + ENDHLSL + } + } +} diff --git a/Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader.meta b/Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader.meta new file mode 100644 index 0000000..7e719da --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3cab4a81dc81edb48beccc00c14366f4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Jbl_Shaders/Fog/Volumetric Light.mat b/Assets/Jbl_Shaders/Fog/Volumetric Light.mat index 8d3ef54..6fcef99 100644 --- a/Assets/Jbl_Shaders/Fog/Volumetric Light.mat +++ b/Assets/Jbl_Shaders/Fog/Volumetric Light.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Volumetric Light - m_Shader: {fileID: 4800000, guid: 6934182509f924641a5a75ad544128c9, type: 3} + m_Shader: {fileID: 4800000, guid: 3cab4a81dc81edb48beccc00c14366f4, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -49,6 +49,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _FoamTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _FogMask: m_Texture: {fileID: 2800000, guid: 122f172c549967c4cbc3ca3e80298b5f, type: 3} m_Scale: {x: 0, y: 0} @@ -65,6 +69,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _NormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -91,43 +99,57 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _AbsorptionStrength: 0.6 - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 - _AlphaToMask: 0 - _AmbientScattering: 0.1 - _Blend: 0 - _BlendModePreserveSpecular: 1 + - _BubbleDensity: 8 + - _BubbleFade: 2 + - _BubbleFlow: 0.5 + - _BubbleStrength: 1.5 - _BumpScale: 1 - _ClearCoatMask: 0 - _ClearCoatSmoothness: 0 - - _ColorSteps: 6 + - _ColorSteps: 8 - _Cull: 2 - _Cutoff: 0.5 - _DayFactor: 0.091 + - _DebugLights: 0 + - _Density: 0.1 - _DensityMultiplier: 2.2 - _DensityThreshold: 0.18 - _DepthFade: 0.01 + - _DepthStrength: 0.6 - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - - _DitherStrength: 0.04 + - _DitherStrength: 0.036 - _DstBlend: 0 - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 + - _FoamBias: 0 + - _FoamStrength: 0.6 + - _FresnelStrength: 0.2 - _GlossMapScale: 0 - _Glossiness: 0 - _GlossyReflections: 0 - _GodRayStrength: 0.25 - _HG_G: 0.2 - - _HeightFalloff: 0.4 + - _HeightFalloff: 1.21 + - _HeightModeBlend: 0.528 - _Intensity: 1 + - _LavaCrackGlow: 0.8 + - _LavaEdgeGlow: 0.5 - _LightScattering: 0.35 - _LightScatteringG: 0.2 - _MaskTiling: 0.03 - - _MaxDistance: 60 + - _MaxDistance: 5.84 - _MaxSteps: 64 - _Metallic: 0 - _Mode: 0 - - _NearEnd: 3 + - _NearEnd: 4 - _NearFade: 0 - _NearStart: 0.05 - _NoiseJitter: 0.02 @@ -135,11 +157,15 @@ Material: - _NoisePulseAmount: 0.07 - _NoisePulseSpeed: 0.15 - _NoiseTiling: 0.8 + - _NormalStrength: 0.6 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 - _ReceiveShadows: 1 + - _RefractionStrength: 0.015 - _ShadowStrength: 1 + - _ShorelineSharpness: 6 + - _ShorelineStrength: 1 - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 @@ -148,7 +174,16 @@ Material: - _StepScale: 4 - _StepSize: 1 - _Surface: 0 + - _SurfaceDetail: 0.4 + - _SurfaceType: 0 - _UVSec: 0 + - _VertexDistortSpeed: 1.5 + - _VertexDistortStrength: 0 + - _VoronoiScale: 5 + - _VoronoiThreshold: 0.3 + - _WaveAmplitude: 0.12 + - _WaveLength: 12 + - _WaveSpeed: 1 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: @@ -159,8 +194,10 @@ Material: - _ColorLow: {r: 0.45, g: 0.48, b: 0.5, a: 1} - _DayColor: {r: 0.6, g: 0.65, b: 0.7, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _FoamColor: {r: 1, g: 1, b: 1, a: 1} + - _FoamScrollSpeed: {r: 0.02, g: 0.01, b: 0, a: 0} - _FogBaseColor: {r: 0.78, g: 0.82, b: 0.9, a: 1} - - _LightContribution: {r: 18.618134, g: 14.44776, b: 12.382816, a: 1} + - _LightContribution: {r: 28.982248, g: 28.982248, b: 28.982248, a: 1} - _MainLightColor: {r: 1, g: 1, b: 1, a: 1} - _MainLightDir: {r: 0, g: -1, b: 0, a: 0} - _MaskOffset: {r: -0.23, g: -0.32, b: 0, a: 0} @@ -169,6 +206,10 @@ Material: - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _UserMainLightColor: {r: 1, g: 1, b: 1, a: 1} - _UserMainLightDir: {r: 0, g: -1, b: 0, a: 0} + - _WaterNormal1Speed: {r: 0.05, g: 0, b: 0, a: 0} + - _WaterNormal2Speed: {r: 0, g: -0.03, b: 0, a: 0} + - _WaterTint: {r: 0.09999997, g: 0.54999995, b: 0.7, a: 1} + - _WaveDirection: {r: 1, g: 0.2, b: 0, a: 0} m_BuildTextureStacks: [] m_AllowLocking: 1 --- !u!114 &6285378627783397592 diff --git a/Assets/Jbl_Shaders/Fog/Volumetric Light.mat.meta b/Assets/Jbl_Shaders/Fog/Volumetric Light.mat.meta index 064f875..7d4ad61 100644 --- a/Assets/Jbl_Shaders/Fog/Volumetric Light.mat.meta +++ b/Assets/Jbl_Shaders/Fog/Volumetric Light.mat.meta @@ -2,7 +2,7 @@ fileFormatVersion: 2 guid: 6dad1b85c9bf7884e8a1671ebcd5d1ab NativeFormatImporter: externalObjects: {} - mainObjectFileID: 2100000 + mainObjectFileID: 0 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/Jbl_Shaders/Fog/VolumetricFogLightsFeature.cs b/Assets/Jbl_Shaders/Fog/VolumetricFogLightsFeature.cs new file mode 100644 index 0000000..1026883 --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/VolumetricFogLightsFeature.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +public class VolumetricFogLightsFeature : ScriptableRendererFeature +{ + class LightsPass : ScriptableRenderPass + { + static readonly int _CountID = Shader.PropertyToID("_FogLightCount"); + static readonly int _PosID = Shader.PropertyToID("_FogLightPos"); + static readonly int _ColorID = Shader.PropertyToID("_FogLightColor"); + static readonly int _RangeID = Shader.PropertyToID("_FogLightRange"); + + const int MAX = 16; + Vector4[] pos = new Vector4[MAX]; + Vector4[] color = new Vector4[MAX]; + float[] range = new float[MAX]; + + public override void Execute(ScriptableRenderContext ctx, ref RenderingData data) + { + int count = 0; + foreach (var vl in data.lightData.visibleLights) + { + if (count >= MAX) break; + if (vl.lightType == LightType.Point || vl.lightType == LightType.Spot) + { + pos[count] = vl.light.transform.position; + color[count] = vl.finalColor; + range[count] = vl.range; + count++; + } + } + + var cmd = CommandBufferPool.Get("FogLights"); + cmd.SetGlobalInt(_CountID, count); + cmd.SetGlobalVectorArray(_PosID, pos); + cmd.SetGlobalVectorArray(_ColorID, color); + cmd.SetGlobalFloatArray(_RangeID, range); + ctx.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + + Debug.Log($"[FogLights] Passed {count} lights to shader"); + } + } + + LightsPass pass; + + public override void Create() + { + pass = new LightsPass { renderPassEvent = RenderPassEvent.BeforeRendering }; + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data) + { + renderer.EnqueuePass(pass); + } +} diff --git a/Assets/Jbl_Shaders/Fog/VolumetricFogLightsFeature.cs.meta b/Assets/Jbl_Shaders/Fog/VolumetricFogLightsFeature.cs.meta new file mode 100644 index 0000000..ab978da --- /dev/null +++ b/Assets/Jbl_Shaders/Fog/VolumetricFogLightsFeature.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c9a1a02d6aceacf4183afbdb4fcb58e5 \ No newline at end of file diff --git a/Assets/Jbl_Shaders/Jbl_UniversalShader2.0 — kopia.txt b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0 — kopia.txt new file mode 100644 index 0000000..5dea42d --- /dev/null +++ b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0 — kopia.txt @@ -0,0 +1,409 @@ +Shader "Custom/UniversalLiquidSurface2.0" +{ + Properties + { + // Common + _MainTex ("Main Texture", 2D) = "white" {} + _BaseColor("Base Color", Color) = (1,1,1,1) + [Enum(Water,0,Lava,1,Ice,2,River,3)] _SurfaceType ("Surface Type", Float) = 0 + _MainTexAlpha ("MainTex Alpha Strength", Range(0,1)) = 1.0 + + + // Water + _WaterTint ("Water Tint", Color) = (0.1, 0.55, 0.7, 1.0) + _DepthStrength ("Depth Strength", Range(0,1)) = 0.6 + _Smoothness ("Smoothness", Range(0,1)) = 0.8 + _MainTexBlend ("MainTex Blend Strength", Range(0,1)) = 0.3 + + + + _WaveAmplitude ("Wave Amplitude", Float) = 0.12 + _WaveLength ("Wave Length", Float) = 12.0 + _WaveSpeed ("Wave Speed", Float) = 1.0 + _WaveDirection ("Wave Direction X,Y", Vector) = (1, 0.2, 0, 0) + + [Normal]_NormalMap ("Normal Map", 2D) = "bump" {} + _NormalStrength ("Normal Strength", Range(0,1)) = 0.6 + _SurfaceDetail ("Surface Detail", Range(0,1)) = 0.4 + + _RefractionStrength ("Refraction Strength", Range(0,0.05)) = 0.015 + _FresnelStrength ("Fresnel Strength", Range(0,1)) = 0.2 + + _FoamTex ("Foam Texture", 2D) = "white" {} + _FoamStrength ("Foam Strength", Range(0,2)) = 0.6 + _FoamBias ("Foam Bias", Range(-1,1)) = 0.0 + _FoamColor ("Foam Color", Color) = (1,1,1,1) + _NormalScrollStrength ("Normal Scroll Strength", Range(0,1)) = 1.0 + _FoamScrollStrength ("Foam Scroll Strength", Range(0,1)) = 1.0 + + // UV scroll speeds + _WaterNormal1Speed ("Normal Map 1 Speed (X,Y)", Vector) = (0.05, 0.0, 0, 0) + _WaterNormal2Speed ("Normal Map 2 Speed (X,Y)", Vector) = (0.0, -0.03, 0, 0) + _FoamScrollSpeed ("Foam Scroll Speed (X,Y)", Vector) = (0.02, 0.01, 0, 0) + + // Shoreline & absorption + _ShorelineStrength ("Shoreline Foam Strength", Range(0,2)) = 1.0 + _ShorelineSharpness ("Shoreline Sharpness", Range(0.5, 12)) = 6.0 + _AbsorptionStrength ("Depth Absorption Strength", Range(0,1)) = 0.6 + + // Lava + _EmissionColor ("Emission Color", Color) = (1,0.4,0,1) + _VoronoiScale ("Voronoi Scale", Float) = 5.0 + _VoronoiThreshold ("Voronoi Threshold", Range(0,1)) = 0.3 + _LavaCrackGlow ("Lava Crack Glow Strength", Float) = 0.8 + _LavaEdgeGlow ("Lava Edge Glow Strength", Float) = 0.5 + + // Procedural bubbles - coś nie bangla + _BubbleDensity ("Bubble Density", Float) = 8.0 + _BubbleFlow ("Bubble Flow Speed", Float) = 0.5 + _BubbleStrength ("Bubble Strength", Float) = 1.5 + _BubbleFade ("Bubble Fade Sharpness", Float) = 2.0 + + // Vertex distortion + _VertexDistortStrength ("Vertex Distortion Strength", Float) = 0.0 + _VertexDistortSpeed ("Vertex Distortion Speed", Float) = 1.5 + } + + SubShader + { + Tags { "RenderPipeline"="UniversalRenderPipeline" "RenderType"="Transparent" "Queue"="Transparent" } + LOD 250 + + Pass + { + Name "UniversalForward" + Tags { "LightMode"="UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + #ifndef UNITY_PI + #define UNITY_PI 3.14159265359 + #endif + + struct Attributes { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + float3 normalOS : NORMAL; + }; + struct Varyings { + float4 positionHCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float3 viewDirWS : TEXCOORD3; + float4 screenPos : TEXCOORD4; + }; + + // Textures + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); + TEXTURE2D(_FoamTex); SAMPLER(sampler_FoamTex); + TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); + TEXTURE2D(_CameraColorTexture); SAMPLER(sampler_CameraColorTexture); + + // ST + float4 _MainTex_ST; + float4 _NormalMap_ST; + float4 _FoamTex_ST; + + // Parameters + float4 _BaseColor; + float _SurfaceType; + float4 _FoamColor; + float _MainTexAlpha; + + + + + + float4 _WaterTint; + float _DepthStrength; + float _Smoothness; + + + float _WaveAmplitude; + float _WaveLength; + float _WaveSpeed; + float4 _WaveDirection; + + float _NormalStrength; + float _SurfaceDetail; + + float _RefractionStrength; + float _FresnelStrength; + float _FoamStrength; + float _FoamBias; + + float4 _WaterNormal1Speed; + float4 _WaterNormal2Speed; + float4 _FoamScrollSpeed; + float _MainTexBlend; + float _NormalScrollStrength; + float _FoamScrollStrength; + + + float _ShorelineStrength; + float _ShorelineSharpness; + float _AbsorptionStrength; + + float4 _EmissionColor; + float _VoronoiScale; + float _VoronoiThreshold; + float _LavaCrackGlow; + float _LavaEdgeGlow; + float _BubbleDensity; + float _BubbleFlow; + float _BubbleStrength; + float _BubbleFade; + + float _VertexDistortStrength; + float _VertexDistortSpeed; + + float2 ApplyST(float2 uv, float4 st) { return uv * st.xy + st.zw; } + + // Voronoi edge noise + float voronoiEdge(float2 uv) + { + float2 g = floor(uv), f = frac(uv); + float d1=1.0, d2=1.0; + [unroll] for(int y=-1;y<=1;y++) + [unroll] for(int x=-1;x<=1;x++) + { + float2 o=float2(x,y); + float2 h=frac(sin(dot(g+o,float2(127.1,311.7))) * 43758.5453); + float2 r=o+h-f; float d=dot(r,r); + if(d 0 ? spd : w) * t; + + float steep = 0.5; + float Q = steep * amp * k; + + float c = cos(ph); + float s = sin(ph); + + disp.x = D.x * (Q * amp * c); + disp.z = D.y * (Q * amp * c); + disp.y = amp * s; + + float3 n; + n.x = -D.x * Q * s; + n.z = -D.y * Q * s; + n.y = 1.0 - Q * c; + nContrib = n; + } + + void GenerateWaves(float2 baseDir, float amp, float len, float spd, float2 xz, float t, out float3 disp, out float3 nSum) + { + float angle = 0.35; + float2 d0 = baseDir; + float2 d1 = float2(baseDir.x * cos(angle) - baseDir.y * sin(angle), + baseDir.x * sin(angle) + baseDir.y * cos(angle)); + float2 d2 = -baseDir.yx; + + float3 dd0, nn0; GerstnerSimple(d0, amp, len, spd, xz, t, dd0, nn0); + float3 dd1, nn1; GerstnerSimple(d1, amp * 0.6, len * 0.7, spd * 1.2, xz, t, dd1, nn1); + float3 dd2, nn2; GerstnerSimple(d2, amp * 0.4, len * 0.5, spd * 0.8, xz, t, dd2, nn2); + + disp = dd0 + dd1 + dd2; + nSum = normalize(nn0 + nn1 + nn2); + } + + Varyings vert(Attributes IN) + { + // Global vertex distortion + if(_VertexDistortStrength > 1e-4) + { + float w1 = sin(IN.positionOS.x*2 + _Time.y*_VertexDistortSpeed) * + cos(IN.positionOS.z*2 + _Time.y*_VertexDistortSpeed*1.3); + float w2 = sin(IN.positionOS.x*3.5 + _Time.y*(_VertexDistortSpeed*1.7)) * + sin(IN.positionOS.z*2.8 + _Time.y*(_VertexDistortSpeed*2.1)); + float boil = sin(_Time.y*(_VertexDistortSpeed*0.8))*0.2; + IN.positionOS.y += (w1*0.6 + w2*0.4 + boil) * _VertexDistortStrength; + } + + float3 wpos = TransformObjectToWorld(IN.positionOS.xyz); + float3 nWS = TransformObjectToWorldNormal(IN.normalOS); + + if (_SurfaceType == 0) + { + float2 baseDir = normalize(_WaveDirection.xy); + float3 d, nC; + GenerateWaves(baseDir, _WaveAmplitude, _WaveLength, _WaveSpeed, wpos.xz, _Time.y, d, nC); + wpos += d; + nWS = normalize(nC); + } + + Varyings OUT; + OUT.worldPos = wpos; + OUT.positionHCS = TransformWorldToHClip(wpos); + OUT.uv = IN.uv; + OUT.normalWS = nWS; + OUT.viewDirWS = GetWorldSpaceViewDir(wpos); + OUT.screenPos = ComputeScreenPos(OUT.positionHCS); + return OUT; + } + + half4 frag(Varyings IN):SV_Target + { + half3 finalColor=0, emission=0; + float3 N = normalize(IN.normalWS); + float3 V = normalize(IN.viewDirWS); + float2 screenUV = IN.screenPos.xy / IN.screenPos.w; + +if (_SurfaceType == 0) // WATER +{ + // głębia sceny + float rawD = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV).r; + float sceneD = LinearEyeDepth(rawD, _ZBufferParams); + float fragD = IN.positionHCS.w; + float diff = max(sceneD - fragD, 0.0); + + // nieliniowa absorpcja + float absorb = saturate(pow(diff * _AbsorptionStrength, 1.5)); + + // kolory głębi + float3 tint = _WaterTint.rgb; + float3 deep = tint * float3(0.25, 0.35, 0.3); + float3 waterCol = lerp(tint, deep, absorb); + + // normal maps z dodatkowym szumem + float2 noiseUV = IN.uv * 10.0 + _Time.y * 0.1; + float noise = frac(sin(dot(noiseUV, float2(12.9898,78.233))) * 43758.5453); + +float2 uvA = ApplyST(IN.uv, _NormalMap_ST) + + _WaterNormal1Speed.xy * _Time.y * _NormalScrollStrength + + noise * 0.02 * _NormalScrollStrength; + +float2 uvB = ApplyST(IN.uv, _NormalMap_ST) + + _WaterNormal2Speed.xy * _Time.y * _NormalScrollStrength + - noise * 0.02 * _NormalScrollStrength; + + + float3 nA = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, uvA)); + float3 nB = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, uvB)); + float3 wn = normalize(lerp(nA, nB, _SurfaceDetail)); + wn = normalize(float3(wn.xy * _NormalStrength, wn.z)); + + // refraction i reflection + float2 refUV = screenUV + wn.xy * _RefractionStrength; + half3 refraction = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, refUV).rgb; + half3 reflection = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, screenUV).rgb; + + // blend zależny od smoothness + float3 surfaceCol = lerp(refraction, reflection, _Smoothness); + + // fresnel modulowany smoothness + float fresnel = pow(1.0 - saturate(dot(V, wn)), 3.0) * _FresnelStrength * _Smoothness; + + // foam wieloskalowy +float2 foamUV = ApplyST(IN.uv, _FoamTex_ST) + + _FoamScrollSpeed.xy * _Time.y * _FoamScrollStrength; + + float foam1 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, foamUV * 2.0).r; + float foam2 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, foamUV * 5.0).r; + float foamTexV = saturate(foam1 * 0.6 + foam2 * 0.4); + + float slopeFoam = saturate((1.0 - N.y) + _FoamBias); + float foamSurf = saturate(slopeFoam * foamTexV) * _FoamStrength; + + float shoreMask = saturate(1.0 - diff * _ShorelineSharpness); + float shoreFoam = shoreMask * foamTexV * _ShorelineStrength; + + // piana zależna od głębokości + float depthFoam = saturate(1.0 - diff * 0.5); + + // alpha z tekstury + float4 baseTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, ApplyST(IN.uv,_MainTex_ST)) * _BaseColor; + float texAlpha = baseTex.a * _MainTexAlpha; + + // finalny kolor + finalColor = lerp(waterCol, surfaceCol, 0.2); // mniej odbić, bardziej mętna +finalColor = lerp(finalColor, baseTex.rgb, _MainTexBlend); + + + emission += (foamSurf + shoreFoam) * _FoamColor.rgb * depthFoam; + emission += fresnel; + + float outAlpha = saturate(lerp(0.85, 0.45, absorb) + (foamSurf + shoreFoam) * 0.1); + outAlpha *= texAlpha; + + return half4(finalColor + emission, outAlpha); +} + + + else if (_SurfaceType == 1) // LAVA + { + float2 uvAnim = IN.uv * _VoronoiScale; + float edge = voronoiEdge(uvAnim); + float cracks = smoothstep(_VoronoiThreshold, _VoronoiThreshold + 0.02, edge); + + half3 rockTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, ApplyST(IN.uv, _MainTex_ST)).rgb; + half3 rockColor = pow(rockTex * _BaseColor.rgb, 1.3); + + half3 lavaHot = float3(1.0, 0.35, 0.05); + half3 lavaCore = float3(1.0, 0.6, 0.2); + float boilPulse = 0.5 + 0.5 * sin(_Time.y * 4.0 + uvAnim.x * 3.0 + uvAnim.y * 5.0); + half3 lavaColor = lerp(lavaHot, lavaCore, boilPulse); + + finalColor = lerp(lavaColor, rockColor, cracks); + emission = lavaColor * (1.0 - cracks) * _EmissionColor.rgb * _LavaCrackGlow; + + float2 uvBubbles = IN.uv * _BubbleDensity + float2(0, _Time.y * _BubbleFlow); + float bubbleMask = smoothstep(0.2, 0.2 + 0.05 * _BubbleFade, voronoiEdge(uvBubbles)); + emission += bubbleMask * _BubbleStrength * (1.0 - cracks) * _EmissionColor.rgb; + + float fres = pow(1.0 - saturate(dot(N, V)), 3.0); + emission += lavaColor * fres * _LavaEdgeGlow * _EmissionColor.rgb; + + return half4(finalColor + emission, 1.0); + } + else if (_SurfaceType == 2) // ICE + { + half3 iceTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, ApplyST(IN.uv, _MainTex_ST)).rgb; + finalColor = iceTex * _BaseColor.rgb; + + float fres = pow(1.0 - saturate(dot(N, V)), 4.0); + emission = fres * float3(0.6, 0.85, 1.0) * 0.6; + return half4(finalColor + emission, 1.0); + } + else if (_SurfaceType == 3) // RIVER + { + float2 uvFlow = ApplyST(IN.uv, _MainTex_ST); + uvFlow.y += _Time.y * 0.2; + + half3 riverTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uvFlow).rgb * _BaseColor.rgb; + + float2 foamUV = ApplyST(IN.uv, _FoamTex_ST) + _FoamScrollSpeed.xy * _Time.y; + float foam = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, foamUV * 2.0).r; + + emission = foam * _FoamStrength * riverTex; + finalColor = riverTex; + + return half4(finalColor + emission, 1.0); + } + + return half4(finalColor + emission, 1.0); + } + ENDHLSL + } + } + + CustomEditor "LiquidSurfaceShaderGUI_Simplified" +} diff --git a/Assets/Jbl_Shaders/Jbl_UniversalShader2.0 — kopia.txt.meta b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0 — kopia.txt.meta new file mode 100644 index 0000000..2b07efe --- /dev/null +++ b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0 — kopia.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2ebeb362a1edf0547acaa21c51d364bd +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader new file mode 100644 index 0000000..cea94f5 --- /dev/null +++ b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader @@ -0,0 +1,412 @@ +Shader "Custom/UniversalLiquidSurface2.0" +{ + Properties + { + // Common + _MainTex ("Main Texture", 2D) = "white" {} + _BaseColor("Base Color", Color) = (1,1,1,1) + [Enum(Water,0,Lava,1,Ice,2,River,3)] _SurfaceType ("Surface Type", Float) = 0 + _MainTexAlpha ("MainTex Alpha Strength", Range(0,1)) = 1.0 + + + // Water + _WaterTint ("Water Tint", Color) = (0.1, 0.55, 0.7, 1.0) + _DepthStrength ("Depth Strength", Range(0,1)) = 0.6 + _Smoothness ("Smoothness", Range(0,1)) = 0.8 + _MainTexBlend ("MainTex Blend Strength", Range(0,1)) = 0.3 + + + + _WaveAmplitude ("Wave Amplitude", Float) = 0.12 + _WaveLength ("Wave Length", Float) = 12.0 + _WaveSpeed ("Wave Speed", Float) = 1.0 + _WaveDirection ("Wave Direction X,Y", Vector) = (1, 0.2, 0, 0) + + [Normal]_NormalMap ("Normal Map", 2D) = "bump" {} + _NormalStrength ("Normal Strength", Range(0,1)) = 0.6 + _SurfaceDetail ("Surface Detail", Range(0,1)) = 0.4 + + _RefractionStrength ("Refraction Strength", Range(0,0.05)) = 0.015 + _FresnelStrength ("Fresnel Strength", Range(0,1)) = 0.2 + + _FoamTex ("Foam Texture", 2D) = "white" {} + _FoamStrength ("Foam Strength", Range(0,2)) = 0.6 + _FoamBias ("Foam Bias", Range(-1,1)) = 0.0 + _FoamColor ("Foam Color", Color) = (1,1,1,1) + _NormalScrollStrength ("Normal Scroll Strength", Range(0,1)) = 1.0 + _FoamScrollStrength ("Foam Scroll Strength", Range(0,1)) = 1.0 + + // UV scroll speeds + _WaterNormal1Speed ("Normal Map 1 Speed (X,Y)", Vector) = (0.05, 0.0, 0, 0) + _WaterNormal2Speed ("Normal Map 2 Speed (X,Y)", Vector) = (0.0, -0.03, 0, 0) + _FoamScrollSpeed ("Foam Scroll Speed (X,Y)", Vector) = (0.02, 0.01, 0, 0) + + // Shoreline & absorption + _ShorelineStrength ("Shoreline Foam Strength", Range(0,2)) = 1.0 + _ShorelineSharpness ("Shoreline Sharpness", Range(0.5, 12)) = 6.0 + _AbsorptionStrength ("Depth Absorption Strength", Range(0,1)) = 0.6 + + // Lava + _EmissionColor ("Emission Color", Color) = (1,0.4,0,1) + _VoronoiScale ("Voronoi Scale", Float) = 5.0 + _VoronoiThreshold ("Voronoi Threshold", Range(0,1)) = 0.3 + _LavaCrackGlow ("Lava Crack Glow Strength", Float) = 0.8 + _LavaEdgeGlow ("Lava Edge Glow Strength", Float) = 0.5 + + // Procedural bubbles - coś nie bangla + _BubbleDensity ("Bubble Density", Float) = 8.0 + _BubbleFlow ("Bubble Flow Speed", Float) = 0.5 + _BubbleStrength ("Bubble Strength", Float) = 1.5 + _BubbleFade ("Bubble Fade Sharpness", Float) = 2.0 + + // Vertex distortion + _VertexDistortStrength ("Vertex Distortion Strength", Float) = 0.0 + _VertexDistortSpeed ("Vertex Distortion Speed", Float) = 1.5 + } + + SubShader + { + Tags { "RenderPipeline"="UniversalRenderPipeline" "RenderType"="Transparent" "Queue"="Transparent" } + LOD 250 + + Pass + { + Name "UniversalForward" + Tags { "LightMode"="UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + #ifndef UNITY_PI + #define UNITY_PI 3.14159265359 + #endif + + struct Attributes { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + float3 normalOS : NORMAL; + }; + struct Varyings { + float4 positionHCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float3 viewDirWS : TEXCOORD3; + float4 screenPos : TEXCOORD4; + }; + + // Textures + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); + TEXTURE2D(_FoamTex); SAMPLER(sampler_FoamTex); + TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); + TEXTURE2D(_CameraColorTexture); SAMPLER(sampler_CameraColorTexture); + + // ST + float4 _MainTex_ST; + float4 _NormalMap_ST; + float4 _FoamTex_ST; + + // Parameters + float4 _BaseColor; + float _SurfaceType; + float4 _FoamColor; + float _MainTexAlpha; + + + + + + float4 _WaterTint; + float _DepthStrength; + float _Smoothness; + + + float _WaveAmplitude; + float _WaveLength; + float _WaveSpeed; + float4 _WaveDirection; + + float _NormalStrength; + float _SurfaceDetail; + + float _RefractionStrength; + float _FresnelStrength; + float _FoamStrength; + float _FoamBias; + + float4 _WaterNormal1Speed; + float4 _WaterNormal2Speed; + float4 _FoamScrollSpeed; + float _MainTexBlend; + float _NormalScrollStrength; + float _FoamScrollStrength; + + + float _ShorelineStrength; + float _ShorelineSharpness; + float _AbsorptionStrength; + + float4 _EmissionColor; + float _VoronoiScale; + float _VoronoiThreshold; + float _LavaCrackGlow; + float _LavaEdgeGlow; + float _BubbleDensity; + float _BubbleFlow; + float _BubbleStrength; + float _BubbleFade; + + float _VertexDistortStrength; + float _VertexDistortSpeed; + + float2 ApplyST(float2 uv, float4 st) { return uv * st.xy + st.zw; } + + // Voronoi edge noise + float voronoiEdge(float2 uv) + { + float2 g = floor(uv), f = frac(uv); + float d1=1.0, d2=1.0; + [unroll] for(int y=-1;y<=1;y++) + [unroll] for(int x=-1;x<=1;x++) + { + float2 o=float2(x,y); + float2 h=frac(sin(dot(g+o,float2(127.1,311.7))) * 43758.5453); + float2 r=o+h-f; float d=dot(r,r); + if(d 0 ? spd : w) * t; + + float steep = 0.5; + float Q = steep * amp * k; + + float c = cos(ph); + float s = sin(ph); + + disp.x = D.x * (Q * amp * c); + disp.z = D.y * (Q * amp * c); + disp.y = amp * s; + + float3 n; + n.x = -D.x * Q * s; + n.z = -D.y * Q * s; + n.y = 1.0 - Q * c; + nContrib = n; + } + + void GenerateWaves(float2 baseDir, float amp, float len, float spd, float2 xz, float t, out float3 disp, out float3 nSum) + { + float angle = 0.35; + float2 d0 = baseDir; + float2 d1 = float2(baseDir.x * cos(angle) - baseDir.y * sin(angle), + baseDir.x * sin(angle) + baseDir.y * cos(angle)); + float2 d2 = -baseDir.yx; + + float3 dd0, nn0; GerstnerSimple(d0, amp, len, spd, xz, t, dd0, nn0); + float3 dd1, nn1; GerstnerSimple(d1, amp * 0.6, len * 0.7, spd * 1.2, xz, t, dd1, nn1); + float3 dd2, nn2; GerstnerSimple(d2, amp * 0.4, len * 0.5, spd * 0.8, xz, t, dd2, nn2); + + disp = dd0 + dd1 + dd2; + nSum = normalize(nn0 + nn1 + nn2); + } + + Varyings vert(Attributes IN) + { + // Global vertex distortion + if(_VertexDistortStrength > 1e-4) + { + float w1 = sin(IN.positionOS.x*2 + _Time.y*_VertexDistortSpeed) * + cos(IN.positionOS.z*2 + _Time.y*_VertexDistortSpeed*1.3); + float w2 = sin(IN.positionOS.x*3.5 + _Time.y*(_VertexDistortSpeed*1.7)) * + sin(IN.positionOS.z*2.8 + _Time.y*(_VertexDistortSpeed*2.1)); + float boil = sin(_Time.y*(_VertexDistortSpeed*0.8))*0.2; + IN.positionOS.y += (w1*0.6 + w2*0.4 + boil) * _VertexDistortStrength; + } + + float3 wpos = TransformObjectToWorld(IN.positionOS.xyz); + float3 nWS = TransformObjectToWorldNormal(IN.normalOS); + + if (_SurfaceType == 0) + { + float2 baseDir = normalize(_WaveDirection.xy); + float3 d, nC; + GenerateWaves(baseDir, _WaveAmplitude, _WaveLength, _WaveSpeed, wpos.xz, _Time.y, d, nC); + wpos += d; + nWS = normalize(nC); + } + + Varyings OUT; + OUT.worldPos = wpos; + OUT.positionHCS = TransformWorldToHClip(wpos); + OUT.uv = IN.uv; + OUT.normalWS = nWS; + OUT.viewDirWS = GetWorldSpaceViewDir(wpos); + OUT.screenPos = ComputeScreenPos(OUT.positionHCS); + return OUT; + } + + half4 frag(Varyings IN):SV_Target + { + half3 finalColor=0, emission=0; + float3 N = normalize(IN.normalWS); + float3 V = normalize(IN.viewDirWS); + float2 screenUV = IN.screenPos.xy / IN.screenPos.w; + +if (_SurfaceType == 0) // WATER +{ + // głębia sceny + float rawD = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV).r; + float sceneD = LinearEyeDepth(rawD, _ZBufferParams); + float fragD = IN.positionHCS.w; + float diff = max(sceneD - fragD, 0.0); + + // nieliniowa absorpcja + float absorb = saturate(pow(diff * _AbsorptionStrength, 1.5)); + + // kolory głębi + float3 tint = _WaterTint.rgb; + float3 deep = tint * float3(0.25, 0.35, 0.3); + float3 waterCol = lerp(tint, deep, absorb); + + // pobranie MainTex od razu + float4 baseTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, ApplyST(IN.uv,_MainTex_ST)) * _BaseColor; + float texAlpha = baseTex.a * _MainTexAlpha; + + // wmieszanie MainTex do koloru wody (multiply, jak w Shader Graph) + waterCol *= lerp(1.0, baseTex.rgb, _MainTexBlend); + + // normal maps z dodatkowym szumem + float2 noiseUV = IN.uv * 10.0 + _Time.y * 0.1; + float noise = frac(sin(dot(noiseUV, float2(12.9898,78.233))) * 43758.5453); + + float2 uvA = ApplyST(IN.uv, _NormalMap_ST) + + _WaterNormal1Speed.xy * _Time.y * _NormalScrollStrength + + noise * 0.02 * _NormalScrollStrength; + + float2 uvB = ApplyST(IN.uv, _NormalMap_ST) + + _WaterNormal2Speed.xy * _Time.y * _NormalScrollStrength + - noise * 0.02 * _NormalScrollStrength; + + float3 nA = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, uvA)); + float3 nB = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, uvB)); + float3 wn = normalize(lerp(nA, nB, _SurfaceDetail)); + wn = normalize(float3(wn.xy * _NormalStrength, wn.z)); + + // refraction i reflection + float2 refUV = screenUV + wn.xy * _RefractionStrength; + half3 refraction = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, refUV).rgb; + half3 reflection = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, screenUV).rgb; + + // blend zależny od smoothness + float3 surfaceCol = lerp(refraction, reflection, _Smoothness); + + // fresnel modulowany smoothness + float fresnel = pow(1.0 - saturate(dot(V, wn)), 3.0) * _FresnelStrength * _Smoothness; + + // foam wieloskalowy + float2 foamUV = ApplyST(IN.uv, _FoamTex_ST) + + _FoamScrollSpeed.xy * _Time.y * _FoamScrollStrength; + + float foam1 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, foamUV * 2.0).r; + float foam2 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, foamUV * 5.0).r; + float foamTexV = saturate(foam1 * 0.6 + foam2 * 0.4); + + float slopeFoam = saturate((1.0 - N.y) + _FoamBias); + float foamSurf = saturate(slopeFoam * foamTexV) * _FoamStrength; + + float shoreMask = saturate(1.0 - diff * _ShorelineSharpness); + float shoreFoam = shoreMask * foamTexV * _ShorelineStrength; + + // piana zależna od głębokości + float depthFoam = saturate(1.0 - diff * 0.5); + + // finalny kolor: miks wody i odbić + finalColor = lerp(waterCol, surfaceCol, 0.2); + + // emisja piany i fresnela + emission += (foamSurf + shoreFoam) * _FoamColor.rgb * depthFoam; + emission += fresnel; + + // alpha + float outAlpha = saturate(lerp(0.85, 0.45, absorb) + (foamSurf + shoreFoam) * 0.1); + outAlpha *= texAlpha; + + return half4(finalColor + emission, outAlpha); +} + + + + else if (_SurfaceType == 1) // LAVA + { + float2 uvAnim = IN.uv * _VoronoiScale; + float edge = voronoiEdge(uvAnim); + float cracks = smoothstep(_VoronoiThreshold, _VoronoiThreshold + 0.02, edge); + + half3 rockTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, ApplyST(IN.uv, _MainTex_ST)).rgb; + half3 rockColor = pow(rockTex * _BaseColor.rgb, 1.3); + + half3 lavaHot = float3(1.0, 0.35, 0.05); + half3 lavaCore = float3(1.0, 0.6, 0.2); + float boilPulse = 0.5 + 0.5 * sin(_Time.y * 4.0 + uvAnim.x * 3.0 + uvAnim.y * 5.0); + half3 lavaColor = lerp(lavaHot, lavaCore, boilPulse); + + finalColor = lerp(lavaColor, rockColor, cracks); + emission = lavaColor * (1.0 - cracks) * _EmissionColor.rgb * _LavaCrackGlow; + + float2 uvBubbles = IN.uv * _BubbleDensity + float2(0, _Time.y * _BubbleFlow); + float bubbleMask = smoothstep(0.2, 0.2 + 0.05 * _BubbleFade, voronoiEdge(uvBubbles)); + emission += bubbleMask * _BubbleStrength * (1.0 - cracks) * _EmissionColor.rgb; + + float fres = pow(1.0 - saturate(dot(N, V)), 3.0); + emission += lavaColor * fres * _LavaEdgeGlow * _EmissionColor.rgb; + + return half4(finalColor + emission, 1.0); + } + else if (_SurfaceType == 2) // ICE + { + half3 iceTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, ApplyST(IN.uv, _MainTex_ST)).rgb; + finalColor = iceTex * _BaseColor.rgb; + + float fres = pow(1.0 - saturate(dot(N, V)), 4.0); + emission = fres * float3(0.6, 0.85, 1.0) * 0.6; + return half4(finalColor + emission, 1.0); + } + else if (_SurfaceType == 3) // RIVER + { + float2 uvFlow = ApplyST(IN.uv, _MainTex_ST); + uvFlow.y += _Time.y * 0.2; + + half3 riverTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uvFlow).rgb * _BaseColor.rgb; + + float2 foamUV = ApplyST(IN.uv, _FoamTex_ST) + _FoamScrollSpeed.xy * _Time.y; + float foam = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, foamUV * 2.0).r; + + emission = foam * _FoamStrength * riverTex; + finalColor = riverTex; + + return half4(finalColor + emission, 1.0); + } + + return half4(finalColor + emission, 1.0); + } + ENDHLSL + } + } + + CustomEditor "LiquidSurfaceShaderGUI_Simplified" +} diff --git a/Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader.meta b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader.meta new file mode 100644 index 0000000..20893fa --- /dev/null +++ b/Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9fc366240c008fa46a28aebc32a3a570 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Jbl_Shaders/ShaderGUI.cs b/Assets/Jbl_Shaders/ShaderGUI.cs index fd153af..aeb3f5e 100644 --- a/Assets/Jbl_Shaders/ShaderGUI.cs +++ b/Assets/Jbl_Shaders/ShaderGUI.cs @@ -7,13 +7,18 @@ public class LiquidSurfaceShaderGUI_Simplified : ShaderGUI public override void OnGUI(MaterialEditor m, MaterialProperty[] props) { - var surface = P("_SurfaceType", props); - var mainTex = P("_MainTex", props); - var baseCol = P("_BaseColor", props); + var surface = P("_SurfaceType", props); + var mainTex = P("_MainTex", props); + var baseCol = P("_BaseColor", props); + var mainTexAlpha = P("_MainTexAlpha", props); // NOWE + var smooth = P("_Smoothness", props); // NOWE // Water var tint = P("_WaterTint", props); var depth = P("_DepthStrength", props); + var mainTexBlend = P("_MainTexBlend", props); + + var waveAmp = P("_WaveAmplitude", props); var waveLen = P("_WaveLength", props); @@ -30,8 +35,10 @@ public class LiquidSurfaceShaderGUI_Simplified : ShaderGUI var foamTex = P("_FoamTex", props); var foamStr = P("_FoamStrength", props); var foamBias = P("_FoamBias", props); + var foamCol = P("_FoamColor", props); + var normalScrollStr = P("_NormalScrollStrength", props); + var foamScrollStr = P("_FoamScrollStrength", props); - // NEW: UV scroll speeds var n1Spd = P("_WaterNormal1Speed", props); var n2Spd = P("_WaterNormal2Speed", props); var foamSpd = P("_FoamScrollSpeed", props); @@ -61,6 +68,16 @@ public class LiquidSurfaceShaderGUI_Simplified : ShaderGUI if (mainTex != null && baseCol != null) m.TexturePropertySingleLine(new GUIContent("Main Texture"), mainTex, baseCol); + if (mainTexAlpha != null) + m.ShaderProperty(mainTexAlpha, "MainTex Alpha Strength"); // NOWE + if (smooth != null) + m.ShaderProperty(smooth, "Smoothness"); // NOWE + if (mainTexBlend != null) + m.ShaderProperty(mainTexBlend, "MainTex Blend Strength"); +if (normalScrollStr != null) + m.ShaderProperty(normalScrollStr, "Normal Scroll Strength"); +if (foamScrollStr != null) + m.ShaderProperty(foamScrollStr, "Foam Scroll Strength"); EditorGUILayout.Space(); @@ -94,6 +111,7 @@ public class LiquidSurfaceShaderGUI_Simplified : ShaderGUI EditorGUILayout.LabelField("Foam", EditorStyles.boldLabel); if (foamTex != null) m.TexturePropertySingleLine(new GUIContent("Foam Texture"), foamTex, foamStr); if (foamBias != null) m.ShaderProperty(foamBias, "Foam Bias"); + if (foamCol != null) m.ShaderProperty(foamCol, "Foam Color"); if (shoreStr != null) m.ShaderProperty(shoreStr, "Shoreline Strength"); if (shoreSharp!= null) m.ShaderProperty(shoreSharp, "Shoreline Sharpness"); @@ -133,6 +151,7 @@ public class LiquidSurfaceShaderGUI_Simplified : ShaderGUI EditorGUILayout.LabelField("River Settings", EditorStyles.boldLabel); if (foamTex != null) m.TexturePropertySingleLine(new GUIContent("Foam Texture"), foamTex, foamStr); if (foamSpd != null) m.ShaderProperty(foamSpd, "Foam Scroll Speed (X,Y)"); + if (foamCol != null) m.ShaderProperty(foamCol, "Foam Color"); break; } diff --git a/Assets/Jbl_Shaders/Swamp.mat b/Assets/Jbl_Shaders/Swamp.mat index 2dded30..c62f71d 100644 --- a/Assets/Jbl_Shaders/Swamp.mat +++ b/Assets/Jbl_Shaders/Swamp.mat @@ -21,12 +21,11 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Swamp - m_Shader: {fileID: -6465566751694194690, guid: a655d9278e437bb42809e69a7f606136, type: 3} + m_Shader: {fileID: -6465566751694194690, guid: dacb78a819f6aa74fbe8e426b26e1bed, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] - m_InvalidKeywords: - - _EMISSION + m_InvalidKeywords: [] m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -34,7 +33,7 @@ Material: stringTagMap: {} disabledShaderPasses: - MOTIONVECTORS - m_LockedProperties: + m_LockedProperties: _FoamColor m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -62,18 +61,38 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Flow_Map: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _FoamTex: + m_Texture: {fileID: 2800000, guid: 6118636ae97e09d43a2697fcff3d036f, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _FogNoise: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Lava_Texture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _MainNormal: m_Texture: {fileID: 2800000, guid: f395b7d64f44848c6a3cba1f1173fe90, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MainTex: - m_Texture: {fileID: 0} + m_Texture: {fileID: 2800000, guid: 15ab7661a961263478d9dafa5605be78, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _NormalMap: + m_Texture: {fileID: 2800000, guid: 6118636ae97e09d43a2697fcff3d036f, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -82,6 +101,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Rock_Texture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _SecondaryNormal: m_Texture: {fileID: 2800000, guid: ca439406e806ecf44a9586510be9477d, type: 3} m_Scale: {x: 1, y: 1} @@ -104,48 +127,101 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _AbsorptionStrength: 0.9 - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 - _AlphaToMask: 0 + - _Angle_Change_Speed: 1 + - _Angle_Offset: 2 - _Blend: 0 - _BlendModePreserveSpecular: 1 + - _BubbleDensity: 8 + - _BubbleFade: 2 + - _BubbleFlow: 0.5 + - _BubbleStrength: 1.5 - _BumpScale: 1 - _ClearCoatMask: 0 - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DensityMultiplier: 1 + - _DensityThreshold: 0.1 - _Depth: 0.04 + - _DepthStrength: 0 - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _Displacement: 0.1 - _DstBlend: 0 - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 + - _Flow_Speed: 0.02 + - _Flow_Strength: 0.5 + - _FoamBias: 0.4 + - _FoamScrollStrength: 0 + - _FoamStrength: 2 + - _FresnelStrength: 0 - _GlossMapScale: 0 - _Glossiness: 0 - _GlossyReflections: 0 + - _Heightmap_Strength: 1 + - _Island_Density: 5 + - _LavaCrackGlow: 0.8 + - _LavaEdgeGlow: 0.5 + - _LightScattering: 0.2 + - _MainTexAlpha: 1 + - _MainTexBlend: 1 + - _MaxDistance: 100 - _Metallic: 0 + - _NoiseOffset: 0 + - _NoiseTiling: 1 + - _NormalScrollStrength: 0 - _NormalStrenght: 1 + - _NormalStrength: 0.295 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveShadows: 1 - - _Smoothness: 0.359 + - _RefractionStrength: 0.0285 + - _ShorelineSharpness: 0.5 + - _ShorelineStrength: 0.496 + - _Smoothness: 1 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 - - _Strenght: 1.529 + - _StepSize: 1 + - _Strenght: 0.54 - _Surface: 0 + - _SurfaceDetail: 0.54 + - _SurfaceType: 0 + - _Thickness: 0.1 + - _Thickness_Falloff: 0.02 + - _VertexDistortSpeed: 0 + - _VertexDistortStrength: 0 + - _VoronoiScale: 5 + - _VoronoiThreshold: 0.3 + - _WaveAmplitude: 0 + - _WaveLength: 0 + - _WaveSpeed: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _BaseColor: {r: 0.18102476, g: 0.4150943, b: 0, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - _Deep_Water_Colour: {r: 0.051886797, g: 0.103773594, b: 0, a: 0.7176471} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - 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