Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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5106d565e2 | ||
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7f718f2f6f | ||
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fc4a139d11 | ||
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59d14633a5 |
@@ -15,7 +15,7 @@ MonoBehaviour:
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||||
m_DefaultGroup: 64326db70156abe409df70a80bc62dc5
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||||
m_currentHash:
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||||
serializedVersion: 2
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Hash: 7161750430d6352c24e2b9d942610a3e
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||||
Hash: 00000000000000000000000000000000
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||||
m_OptimizeCatalogSize: 0
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m_BuildRemoteCatalog: 0
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||||
m_CatalogRequestsTimeout: 0
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|
||||
8
Assets/Editor.meta
Normal file
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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||||
guid: cb91fccbcc88c5e4ba5e73ed6b8057c8
|
||||
folderAsset: yes
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DefaultImporter:
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||||
externalObjects: {}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
93
Assets/Editor/CreatePerlinFogRuntime.cs
Normal file
@@ -0,0 +1,93 @@
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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public class CreatePerlinFogAsset : EditorWindow
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{
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public int size = 64;
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public float scale = 0.05f;
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public int seed = 1337;
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public string assetPath = "Assets/FogNoise.asset";
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[MenuItem("Tools/Generate Fog Texture3D")]
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static void OpenWindow() => GetWindow<CreatePerlinFogAsset>("Generate Fog 3D");
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void OnGUI()
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{
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GUILayout.Label("Generate 3D Perlin Fog Texture", EditorStyles.boldLabel);
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size = EditorGUILayout.IntField("Size", size);
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scale = EditorGUILayout.FloatField("Scale", scale);
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seed = EditorGUILayout.IntField("Seed", seed);
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assetPath = EditorGUILayout.TextField("Asset Path", assetPath);
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||||
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if (GUILayout.Button("Generate and Save"))
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||||
{
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||||
var tex = CreatePerlin3D(size, scale, seed);
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||||
tex.wrapMode = TextureWrapMode.Repeat;
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tex.filterMode = FilterMode.Trilinear;
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tex.Apply();
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// ensure directory exists
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var dir = Path.GetDirectoryName(assetPath);
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if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
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Directory.CreateDirectory(dir);
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AssetDatabase.CreateAsset(tex, assetPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = AssetDatabase.LoadAssetAtPath<Texture3D>(assetPath);
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Debug.Log($"Texture3D saved to {assetPath}");
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}
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}
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static Texture3D CreatePerlin3D(int size, float scale, int seed)
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{
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var tex = new Texture3D(size, size, size, TextureFormat.RGBA32, false);
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var colors = new Color[size * size * size];
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System.Random rng = new System.Random(seed);
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float offsetX = (float)rng.NextDouble() * 10000f;
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float offsetY = (float)rng.NextDouble() * 10000f;
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float offsetZ = (float)rng.NextDouble() * 10000f;
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int idx = 0;
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for (int z = 0; z < size; z++)
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{
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float wz = (z + offsetZ) * scale;
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for (int y = 0; y < size; y++)
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{
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float wy = (y + offsetY) * scale;
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for (int x = 0; x < size; x++)
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{
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float wx = (x + offsetX) * scale;
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float n = FractalPerlin(wx, wy, wz, 3);
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colors[idx++] = new Color(n, n, n, n);
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}
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}
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||||
}
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tex.SetPixels(colors);
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tex.Apply();
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return tex;
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||||
}
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||||
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static float FractalPerlin(float x, float y, float z, int octaves)
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{
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float amp = 1f;
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float freq = 1f;
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float sum = 0f;
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float max = 0f;
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for (int i = 0; i < octaves; i++)
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{
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sum += amp * Mathf.PerlinNoise(x * freq, y * freq);
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sum += amp * Mathf.PerlinNoise(y * freq, z * freq);
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sum += amp * Mathf.PerlinNoise(z * freq, x * freq);
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max += 3f * amp;
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amp *= 0.5f;
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freq *= 2f;
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}
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return Mathf.Clamp01(sum / max);
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}
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}
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#endif
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2
Assets/Editor/CreatePerlinFogRuntime.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 652f3fea4a0cee84584740a20adda1b5
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|
Before Width: | Height: | Size: 144 KiB |
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Before Width: | Height: | Size: 921 KiB |
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d9d82f5af5ffea248a3cac2b7ea4a4af
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 853091bba666d1541bcf46287f5d8b0a
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Jbl_Shaders/Fog.meta
Normal file
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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guid: 60d9ec5fcaf76684f856b882ab632a45
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -70,7 +70,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 2800000, guid: d10e6a092c503ab4199ecec3ae5c953e, type: 3}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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38
Assets/Jbl_Shaders/Fog/Fog3D.asset
Normal file
8
Assets/Jbl_Shaders/Fog/Fog3D.asset.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3595323a20e4e9149af6b2682ddbbd16
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11700000
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userData:
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assetBundleName:
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assetBundleVariant:
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84
Assets/Jbl_Shaders/Fog/FogLightTest.shader
Normal file
@@ -0,0 +1,84 @@
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Shader "Custom/VolumetricFog_Full"
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{
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||||
Properties
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||||
{
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||||
_Density("Fog Density", Range(0,1)) = 0.1
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||||
_LightContribution("Light Contribution", Color) = (1,1,1,1)
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||||
_LightScattering("Scattering", Range(-1,1)) = 0.0
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||||
}
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||||
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||||
SubShader
|
||||
{
|
||||
Tags { "RenderPipeline"="UniversalPipeline" }
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||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
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||||
#pragma vertex Vert
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||||
#pragma fragment Frag
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||||
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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||||
|
||||
struct Attributes
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||||
{
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||||
float4 positionOS : POSITION;
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||||
float2 uv : TEXCOORD0;
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||||
};
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||||
|
||||
struct Varyings
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||||
{
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||||
float4 positionCS : SV_POSITION;
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||||
float2 uv : TEXCOORD0;
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||||
};
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||||
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||||
Varyings Vert(Attributes IN)
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||||
{
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||||
Varyings OUT;
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||||
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
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||||
OUT.uv = IN.uv;
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||||
return OUT;
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||||
}
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||||
|
||||
float _Density;
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||||
float4 _LightContribution;
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||||
float _LightScattering;
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||||
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||||
// Henyey-Greenstein phase function
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||||
float henyey_greenstein(float cosTheta, float g)
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||||
{
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||||
float g2 = g * g;
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||||
return (1.0 - g2) / pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5);
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||||
}
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||||
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||||
half4 Frag(Varyings IN) : SV_Target
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||||
{
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||||
// Raymarching setup (tu wstawiasz swój kod raymarchingu)
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||||
float3 rayPosWS = float3(0,0,0); // przykładowa pozycja w świecie
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||||
float3 rayDir = float3(0,0,1); // przykładowy kierunek
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||||
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||||
float3 fogCol = 0;
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||||
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||||
// === Main Light ===
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||||
Light mainLight = GetMainLight();
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||||
float phaseMain = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering);
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||||
fogCol += mainLight.color.rgb * _LightContribution.rgb * phaseMain;
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||||
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||||
// === Additional Lights ===
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||||
int addCount = GetAdditionalLightsCount();
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||||
for (int li = 0; li < addCount; li++)
|
||||
{
|
||||
Light addLight = GetAdditionalLight(li, rayPosWS);
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||||
float3 dir = normalize(addLight.direction);
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||||
float atten = addLight.distanceAttenuation * addLight.shadowAttenuation;
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||||
float phase = henyey_greenstein(dot(rayDir, dir), _LightScattering);
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||||
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||||
fogCol += addLight.color.rgb * _LightContribution.rgb * phase * atten;
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||||
}
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||||
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||||
// Final fog color
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||||
return float4(fogCol * _Density, 1);
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||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Jbl_Shaders/Fog/FogLightTest.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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guid: fdafb493989dec34a90c23c178dc535b
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
|
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nonModifiableTextures: []
|
||||
userData:
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assetBundleName:
|
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assetBundleVariant:
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38
Assets/Jbl_Shaders/Fog/FogNoise-papiez.asset
Normal file
8
Assets/Jbl_Shaders/Fog/FogNoise-papiez.asset.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: de9d333e7ece24e488908a9b606d2575
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externalObjects: {}
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assetBundleVariant:
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38
Assets/Jbl_Shaders/Fog/FogNoise.asset
Normal file
8
Assets/Jbl_Shaders/Fog/FogNoise.asset.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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guid: b9aa881a4e8a39846be9a61466800446
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11700000
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userData:
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assetBundleName:
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assetBundleVariant:
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65
Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs
Normal file
@@ -0,0 +1,65 @@
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||||
using UnityEngine;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class FogNoiseGenerator : MonoBehaviour
|
||||
{
|
||||
public Material targetMaterial;
|
||||
public string propertyName = "_FogNoise";
|
||||
public int size = 64;
|
||||
public float scale = 0.05f;
|
||||
public int seed = 1337;
|
||||
|
||||
void Start() { if (Application.isPlaying) Generate(); }
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||||
|
||||
[ContextMenu("Generate Noise")]
|
||||
public void Generate()
|
||||
{
|
||||
if (targetMaterial == null) { Debug.LogWarning("No target material set"); return; }
|
||||
var tex = CreatePerlin3D(size, scale, seed);
|
||||
tex.wrapMode = TextureWrapMode.Repeat;
|
||||
tex.filterMode = FilterMode.Trilinear;
|
||||
tex.Apply();
|
||||
targetMaterial.SetTexture(propertyName, tex);
|
||||
Debug.Log("Generated Texture3D and assigned to material");
|
||||
}
|
||||
|
||||
static Texture3D CreatePerlin3D(int size, float scale, int seed)
|
||||
{
|
||||
var tex = new Texture3D(size, size, size, TextureFormat.RGBA32, false);
|
||||
var cols = new Color[size * size * size];
|
||||
var rng = new System.Random(seed);
|
||||
float ox = (float)rng.NextDouble() * 10000f, oy = (float)rng.NextDouble() * 10000f, oz = (float)rng.NextDouble() * 10000f;
|
||||
int idx = 0;
|
||||
for (int z = 0; z < size; z++)
|
||||
{
|
||||
float wz = (z + oz) * scale;
|
||||
for (int y = 0; y < size; y++)
|
||||
{
|
||||
float wy = (y + oy) * scale;
|
||||
for (int x = 0; x < size; x++)
|
||||
{
|
||||
float wx = (x + ox) * scale;
|
||||
float n = FractalPerlin(wx, wy, wz, 3);
|
||||
cols[idx++] = new Color(n, n, n, n);
|
||||
}
|
||||
}
|
||||
}
|
||||
tex.SetPixels(cols);
|
||||
return tex;
|
||||
}
|
||||
|
||||
static float FractalPerlin(float x, float y, float z, int octaves)
|
||||
{
|
||||
float amp = 1f, freq = 1f, sum = 0f, max = 0f;
|
||||
for (int i = 0; i < octaves; i++)
|
||||
{
|
||||
sum += amp * Mathf.PerlinNoise(x * freq, y * freq);
|
||||
sum += amp * Mathf.PerlinNoise(y * freq, z * freq);
|
||||
sum += amp * Mathf.PerlinNoise(z * freq, x * freq);
|
||||
max += 3f * amp;
|
||||
amp *= 0.5f;
|
||||
freq *= 2f;
|
||||
}
|
||||
return Mathf.Clamp01(sum / max);
|
||||
}
|
||||
}
|
||||
2
Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs.meta
Normal file
@@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
|
||||
guid: 491a2f6e8cbd1ff49a2eb93772881d0e
|
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BIN
Assets/Jbl_Shaders/Fog/Fog_mask.png
Normal file
|
After Width: | Height: | Size: 2.9 MiB |
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 0d15428c5d6d1a0408461251a83ec103
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guid: 122f172c549967c4cbc3ca3e80298b5f
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TextureImporter:
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internalIDToNameTable: []
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externalObjects: {}
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167
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0 — kopia.txt
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ede0440c54f24247bdf517431d7493d
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
174
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader
Normal file
@@ -0,0 +1,174 @@
|
||||
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
|
||||
|
||||
_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
|
||||
|
||||
#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;
|
||||
|
||||
// ✅ 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;
|
||||
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)
|
||||
{
|
||||
// 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;
|
||||
|
||||
// ✅ Custom Additional Lights
|
||||
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 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);
|
||||
fogColor = lerp(fogColor, _AmbientFogColor.rgb, 0.25);
|
||||
|
||||
fogColor += lightCol * _GodRayStrength;
|
||||
|
||||
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;
|
||||
|
||||
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);
|
||||
return float4(_CustomAdditionalLightColor[0].rgb, 1.0);
|
||||
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6934182509f924641a5a75ad544128c9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
198
Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Jbl_Shaders/Fog/Volumetric Fog_Hybrid.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3cab4a81dc81edb48beccc00c14366f4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,11 +8,12 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Volumetric Light
|
||||
m_Shader: {fileID: 4800000, guid: 188ef53a12823a14ca334af8b197bad1, type: 3}
|
||||
m_Shader: {fileID: 4800000, guid: 6934182509f924641a5a75ad544128c9, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
||||
m_InvalidKeywords:
|
||||
- _GLOSSYREFLECTIONS_OFF
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
@@ -48,10 +49,18 @@ Material:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _FogNoise:
|
||||
m_Texture: {fileID: 11700000, guid: d2993425f654940448af634a1d7cf838, type: 2}
|
||||
- _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}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _FogNoise:
|
||||
m_Texture: {fileID: 11700000, guid: 3595323a20e4e9149af6b2682ddbbd16, type: 2}
|
||||
m_Scale: {x: 100, y: 100}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
@@ -60,6 +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}
|
||||
@@ -86,55 +99,117 @@ 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: 8
|
||||
- _Cull: 2
|
||||
- _Cutoff: 0.5
|
||||
- _DensityMultiplier: 0.001
|
||||
- _DensityThreshold: 0
|
||||
- _DayFactor: 0.091
|
||||
- _DebugLights: 0
|
||||
- _Density: 0.1
|
||||
- _DensityMultiplier: 1.77
|
||||
- _DensityThreshold: 0.193
|
||||
- _DepthFade: 0.01
|
||||
- _DepthStrength: 0.6
|
||||
- _DetailAlbedoMapScale: 1
|
||||
- _DetailNormalMapScale: 1
|
||||
- _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: 2
|
||||
- _HeightModeBlend: 0.496
|
||||
- _Intensity: 1
|
||||
- _LightScattering: 1
|
||||
- _MaxDistance: 100
|
||||
- _LavaCrackGlow: 0.8
|
||||
- _LavaEdgeGlow: 0.5
|
||||
- _LightScattering: 0.35
|
||||
- _LightScatteringG: 0.2
|
||||
- _MaskTiling: 0.03
|
||||
- _MaxDistance: 6
|
||||
- _MaxSteps: 26.9
|
||||
- _Metallic: 0
|
||||
- _Mode: 0
|
||||
- _NearEnd: 4
|
||||
- _NearFade: 0
|
||||
- _NearStart: 0.05
|
||||
- _NoiseJitter: 0.02
|
||||
- _NoiseOffset: 0.6
|
||||
- _NoiseTiling: -0.04
|
||||
- _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
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlendAlpha: 1
|
||||
- _StepSize: 20
|
||||
- _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:
|
||||
- _AmbientFogColor: {r: 0.25, g: 0.28, b: 0.3, a: 1}
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 0.7264151, g: 0.607963, b: 0.22957456, a: 1}
|
||||
- _ColorHigh: {r: 0.65, g: 0.68, b: 0.7, a: 1}
|
||||
- _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}
|
||||
- _LightContribution: {r: 766.99585, g: 406.24268, b: 235.16383, 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: 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}
|
||||
- _NightColor: {r: 0.25, g: 0.28, b: 0.3, a: 1}
|
||||
- _NoiseScrollSpeed: {r: 0.01, g: 0, b: 0.02, a: 0}
|
||||
- _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
|
||||
@@ -2,7 +2,7 @@ fileFormatVersion: 2
|
||||
guid: 6dad1b85c9bf7884e8a1671ebcd5d1ab
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
57
Assets/Jbl_Shaders/Fog/VolumetricFogLightsFeature.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9a1a02d6aceacf4183afbdb4fcb58e5
|
||||
|
Before Width: | Height: | Size: 199 KiB After Width: | Height: | Size: 199 KiB |
@@ -1,4 +1,4 @@
|
||||
Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
Shader "Custom/UniversalLiquidSurface"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
@@ -27,7 +27,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
_FoamStrength ("Foam Strength", Range(0,2)) = 0.6
|
||||
_FoamBias ("Foam Bias", Range(-1,1)) = 0.0
|
||||
|
||||
// NEW: UV scroll speeds
|
||||
// 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)
|
||||
@@ -44,7 +44,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
_LavaCrackGlow ("Lava Crack Glow Strength", Float) = 0.8
|
||||
_LavaEdgeGlow ("Lava Edge Glow Strength", Float) = 0.5
|
||||
|
||||
// Procedural bubbles
|
||||
// Procedural bubbles - coś nie bangla
|
||||
_BubbleDensity ("Bubble Density", Float) = 8.0
|
||||
_BubbleFlow ("Bubble Flow Speed", Float) = 0.5
|
||||
_BubbleStrength ("Bubble Strength", Float) = 1.5
|
||||
@@ -104,7 +104,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
float4 _NormalMap_ST;
|
||||
float4 _FoamTex_ST;
|
||||
|
||||
// Params
|
||||
// Parameters
|
||||
float4 _BaseColor;
|
||||
float _SurfaceType;
|
||||
|
||||
@@ -163,7 +163,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
return d2-d1;
|
||||
}
|
||||
|
||||
// Gerstner
|
||||
// Gerstner, śmieszna nazwa
|
||||
void GerstnerSimple(float2 dir, float amp, float len, float spd, float2 xz, float t, out float3 disp, out float3 nContrib)
|
||||
{
|
||||
float2 D = normalize(dir);
|
||||
|
||||
409
Assets/Jbl_Shaders/Jbl_UniversalShader2.0 — kopia.txt
Normal file
@@ -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<d1){d2=d1; d1=d;} else if(d<d2){d2=d;}
|
||||
}
|
||||
return d2-d1;
|
||||
}
|
||||
|
||||
// Gerstner, śmieszna nazwa
|
||||
void GerstnerSimple(float2 dir, float amp, float len, float spd, float2 xz, float t, out float3 disp, out float3 nContrib)
|
||||
{
|
||||
float2 D = normalize(dir);
|
||||
float k = (2.0 * UNITY_PI) / max(len, 0.0001);
|
||||
float w = sqrt(9.81 * k);
|
||||
float ph = k * dot(D, xz) + (spd > 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"
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ebeb362a1edf0547acaa21c51d364bd
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
412
Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader
Normal file
@@ -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<d1){d2=d1; d1=d;} else if(d<d2){d2=d;}
|
||||
}
|
||||
return d2-d1;
|
||||
}
|
||||
|
||||
// Gerstner, śmieszna nazwa
|
||||
void GerstnerSimple(float2 dir, float amp, float len, float spd, float2 xz, float t, out float3 disp, out float3 nContrib)
|
||||
{
|
||||
float2 D = normalize(dir);
|
||||
float k = (2.0 * UNITY_PI) / max(len, 0.0001);
|
||||
float w = sqrt(9.81 * k);
|
||||
float ph = k * dot(D, xz) + (spd > 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"
|
||||
}
|
||||
9
Assets/Jbl_Shaders/Jbl_UniversalShader2.0.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9fc366240c008fa46a28aebc32a3a570
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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:
|
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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:
|
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m_Texture: {fileID: 0}
|
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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}
|
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- _MainNormal:
|
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m_Texture: {fileID: 2800000, guid: f395b7d64f44848c6a3cba1f1173fe90, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
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m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
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m_Texture: {fileID: 2800000, guid: 15ab7661a961263478d9dafa5605be78, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
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m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
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m_Texture: {fileID: 0}
|
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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}
|
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m_Offset: {x: 0, y: 0}
|
||||
- _OcclusionMap:
|
||||
m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
|
||||
@@ -82,6 +101,10 @@ Material:
|
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m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
|
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m_Offset: {x: 0, y: 0}
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- _Rock_Texture:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _SecondaryNormal:
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m_Texture: {fileID: 2800000, guid: ca439406e806ecf44a9586510be9477d, type: 3}
|
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m_Scale: {x: 1, y: 1}
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@@ -104,48 +127,101 @@ Material:
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
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- _AbsorptionStrength: 0.9
|
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|
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|
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|
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|
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|
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|
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|
||||
- _BubbleDensity: 8
|
||||
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|
||||
- _BubbleFlow: 0.5
|
||||
- _BubbleStrength: 1.5
|
||||
- _BumpScale: 1
|
||||
- _ClearCoatMask: 0
|
||||
- _ClearCoatSmoothness: 0
|
||||
- _Cull: 2
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
- _Flow_Strength: 0.5
|
||||
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|
||||
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|
||||
- _FoamStrength: 2
|
||||
- _FresnelStrength: 0
|
||||
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|
||||
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|
||||
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|
||||
- _Heightmap_Strength: 1
|
||||
- _Island_Density: 5
|
||||
- _LavaCrackGlow: 0.8
|
||||
- _LavaEdgeGlow: 0.5
|
||||
- _LightScattering: 0.2
|
||||
- _MainTexAlpha: 1
|
||||
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|
||||
- _MaxDistance: 100
|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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- _WaveDirection: {r: 0, g: -0.03, b: 0, a: 0}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
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|
||||
BIN
Assets/Jbl_Shaders/Textures/Swamp.png
Normal file
|
After Width: | Height: | Size: 3.3 MiB |
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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TextureImporter:
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BIN
Assets/Jbl_Shaders/Textures/Swamp_MainTex.png
Normal file
|
After Width: | Height: | Size: 1.4 MiB |
117
Assets/Jbl_Shaders/Textures/Swamp_MainTex.png.meta
Normal file
@@ -0,0 +1,117 @@
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BIN
Assets/Jbl_Shaders/Textures/Swamp_Normalmap.png
Normal file
|
After Width: | Height: | Size: 1.6 MiB |
117
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Normal file
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