├── Assets ├── 3DModel │ ├── Boat.FBX │ └── Boat.FBX.meta ├── Textures │ ├── Foam 1.png │ ├── Foam 2.png │ ├── Foam 3.png │ ├── Foam 4.png │ ├── Foam 5.png │ ├── Foam 6.png │ ├── Foam 7.png │ ├── Foam 8.png │ ├── Normals 1.png │ ├── Normals 2.png │ ├── Normals 3.png │ ├── Normals 4.png │ ├── Normals 5.png │ ├── Water_001_COLOR.jpg │ ├── Water_001_DISP.png │ ├── Water_001_NORM.jpg │ ├── Water_001_OCC.jpg │ ├── Water_001_SPEC.jpg │ ├── Water_002_COLOR.jpg │ ├── Water_002_DISP.png │ ├── Water_002_NORM.jpg │ ├── Water_002_OCC.jpg │ ├── Water_002_ROUGH.jpg │ ├── Water 0341normal.jpg │ ├── water 0342normal.jpg │ ├── Foam 1.png.meta │ ├── Foam 2.png.meta │ ├── Foam 3.png.meta │ ├── Foam 4.png.meta │ ├── Foam 5.png.meta │ ├── Foam 6.png.meta │ ├── Foam 7.png.meta │ ├── Foam 8.png.meta │ ├── Normals 1.png.meta │ ├── Normals 2.png.meta │ ├── Normals 3.png.meta │ ├── Normals 4.png.meta │ ├── Normals 5.png.meta │ ├── Water 0341normal.jpg.meta │ ├── Water_001_COLOR.jpg.meta │ ├── Water_001_DISP.png.meta │ ├── Water_001_NORM.jpg.meta │ ├── Water_001_OCC.jpg.meta │ ├── Water_001_SPEC.jpg.meta │ ├── Water_002_COLOR.jpg.meta │ ├── Water_002_DISP.png.meta │ ├── Water_002_NORM.jpg.meta │ ├── Water_002_OCC.jpg.meta │ ├── Water_002_ROUGH.jpg.meta │ └── water 0342normal.jpg.meta ├── 3DModel.meta ├── Scenes.meta ├── Scenes │ └── SampleScene.unity.meta ├── Scripts.meta ├── Shaders.meta ├── Materials.meta ├── Textures.meta ├── Materials │ ├── WaterMat.mat.meta │ └── WaterMat.mat ├── UniversalRenderPipelineAsset.asset.meta ├── UniversalRenderPipelineAsset_Renderer.asset.meta ├── Scripts │ ├── Floater.cs.meta │ ├── FollowCam.cs.meta │ ├── TurnHelper.cs.meta │ ├── WaterPlane.cs.meta │ ├── BoatController.cs.meta │ ├── WaterRipples.cs.meta │ ├── TurnHelper.cs │ ├── FollowCam.cs │ ├── WaterRipples.cs │ ├── Floater.cs │ ├── BoatController.cs │ └── WaterPlane.cs ├── Shaders │ ├── WaterGraph.shadergraph.meta │ ├── DepthFadeBasic.shadersubgraph.meta │ ├── TextureMovement.shadersubgraph.meta │ ├── TextureMovement.shadersubgraph │ └── DepthFadeBasic.shadersubgraph ├── UniversalRenderPipelineAsset_Renderer.asset └── UniversalRenderPipelineAsset.asset ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── URPProjectSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset └── InputManager.asset ├── .vsconfig ├── README.md ├── LICENSE ├── .gitignore └── Packages ├── manifest.json └── packages-lock.json /Assets/3DModel/Boat.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/3DModel/Boat.FBX -------------------------------------------------------------------------------- /Assets/Textures/Foam 1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 1.png -------------------------------------------------------------------------------- /Assets/Textures/Foam 2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 2.png -------------------------------------------------------------------------------- /Assets/Textures/Foam 3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 3.png -------------------------------------------------------------------------------- /Assets/Textures/Foam 4.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 4.png -------------------------------------------------------------------------------- /Assets/Textures/Foam 5.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 5.png -------------------------------------------------------------------------------- /Assets/Textures/Foam 6.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 6.png -------------------------------------------------------------------------------- /Assets/Textures/Foam 7.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 7.png -------------------------------------------------------------------------------- /Assets/Textures/Foam 8.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Foam 8.png -------------------------------------------------------------------------------- /Assets/Textures/Normals 1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Normals 1.png -------------------------------------------------------------------------------- /Assets/Textures/Normals 2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Normals 2.png -------------------------------------------------------------------------------- /Assets/Textures/Normals 3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Normals 3.png -------------------------------------------------------------------------------- /Assets/Textures/Normals 4.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Normals 4.png -------------------------------------------------------------------------------- /Assets/Textures/Normals 5.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Normals 5.png -------------------------------------------------------------------------------- /Assets/Textures/Water_001_COLOR.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_001_COLOR.jpg -------------------------------------------------------------------------------- /Assets/Textures/Water_001_DISP.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_001_DISP.png -------------------------------------------------------------------------------- /Assets/Textures/Water_001_NORM.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_001_NORM.jpg -------------------------------------------------------------------------------- /Assets/Textures/Water_001_OCC.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_001_OCC.jpg -------------------------------------------------------------------------------- /Assets/Textures/Water_001_SPEC.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_001_SPEC.jpg -------------------------------------------------------------------------------- /Assets/Textures/Water_002_COLOR.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_002_COLOR.jpg -------------------------------------------------------------------------------- /Assets/Textures/Water_002_DISP.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_002_DISP.png -------------------------------------------------------------------------------- /Assets/Textures/Water_002_NORM.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_002_NORM.jpg -------------------------------------------------------------------------------- /Assets/Textures/Water_002_OCC.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_002_OCC.jpg -------------------------------------------------------------------------------- /Assets/Textures/Water_002_ROUGH.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water_002_ROUGH.jpg -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.4.39f1 2 | m_EditorVersionWithRevision: 2019.4.39f1 (78d14dfa024b) 3 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Textures/Water 0341normal.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/DynamicWater/HEAD/Assets/Textures/Water 0341normal.jpg 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executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/BoatController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15f0acc66bef5fe4fa45e3689880ac9f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/WaterRipples.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01070e3f165ee0f4cb45f2c5f93e70bc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # DynamicWater 2 | Dynamic water with ripples and waves. 3 | 4 | 5 | 6 | 7 | https://user-images.githubusercontent.com/108235025/186701095-3f1978d4-0d49-44fa-b448-992e02d3b0a2.mp4 8 | 9 | 10 | 11 | https://user-images.githubusercontent.com/108235025/186699285-8fe34756-7636-4e91-8a78-d3987d3ddd58.mp4 12 | 13 | 14 | -------------------------------------------------------------------------------- /Assets/Shaders/WaterGraph.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6387203db9861f740a7ee4022af7d063 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- /Assets/Scripts/TurnHelper.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TurnHelper : MonoBehaviour 6 | { 7 | public Transform objectToTurn; 8 | public float aimSpeed = 12f; 9 | 10 | 11 | // Update is called once per frame 12 | void LateUpdate() 13 | { 14 | if (objectToTurn != null) 15 | { 16 | transform.rotation = Quaternion.Slerp(transform.rotation, objectToTurn.rotation, aimSpeed * Time.deltaTime); 17 | } 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | 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m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_ScopedRegistriesSettingsExpanded: 1 16 | oneTimeWarningShown: 0 17 | m_Registries: 18 | - m_Id: main 19 | m_Name: 20 | m_Url: https://packages.unity.com 21 | m_Scopes: [] 22 | m_IsDefault: 1 23 | m_UserSelectedRegistryName: 24 | m_UserAddingNewScopedRegistry: 0 25 | m_RegistryInfoDraft: 26 | m_ErrorMessage: 27 | m_Original: 28 | m_Id: 29 | m_Name: 30 | m_Url: 31 | m_Scopes: [] 32 | m_IsDefault: 0 33 | m_Modified: 0 34 | m_Name: 35 | m_Url: 36 | m_Scopes: 37 | - 38 | m_SelectedScopeIndex: 0 39 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 Javier Piñero Sánchez 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 9 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 0 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_EnterPlayModeOptionsEnabled: 0 27 | m_EnterPlayModeOptions: 3 28 | m_ShowLightmapResolutionOverlay: 1 29 | m_UseLegacyProbeSampleCount: 0 30 | m_AssetPipelineMode: 1 31 | m_CacheServerMode: 0 32 | m_CacheServerEndpoint: 33 | m_CacheServerNamespacePrefix: default 34 | m_CacheServerEnableDownload: 1 35 | m_CacheServerEnableUpload: 1 36 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # 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mainCamera.position; 29 | 30 | newDamping = 0.5f; 31 | } 32 | 33 | void Update() 34 | { 35 | currentZoom = zoom; 36 | newDamping -= Time.deltaTime; 37 | if (newDamping < Damping + 0.1f) 38 | { 39 | newDamping = Damping; 40 | } 41 | 42 | if (TarargetPos != null) 43 | { 44 | 45 | //rotation 46 | Vector3 positionDirection = player.position - TarargetPos.position; 47 | positionDirection.Normalize(); 48 | point = TarargetPos.position - (positionDirection * currentZoom); 49 | 50 | Vector3 desiredRot = new Vector3(player.rotation.eulerAngles.x, player.rotation.eulerAngles.y, 0f); 51 | Quaternion desiredFinal = Quaternion.Euler(desiredRot.x, desiredRot.y, desiredRot.z); 52 | 53 | transform.rotation = Quaternion.Slerp(transform.rotation, desiredFinal, aimSpeed * Time.deltaTime); //looks where player is looking 54 | //transform.rotation = Quaternion.Slerp(transform.rotation, player.rotation, aimSpeed * Time.deltaTime); // Also turns in z 55 | 56 | //movement 57 | var pos = point; 58 | 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| skeletonHasParents: 1 89 | lastHumanDescriptionAvatarSource: {instanceID: 0} 90 | autoGenerateAvatarMappingIfUnspecified: 1 91 | animationType: 2 92 | humanoidOversampling: 1 93 | avatarSetup: 0 94 | additionalBone: 0 95 | userData: 96 | assetBundleName: 97 | assetBundleVariant: 98 | -------------------------------------------------------------------------------- /Assets/Scripts/WaterRipples.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class WaterRipples : MonoBehaviour 6 | { 7 | private WaterPlane waves; 8 | private bool inOut; 9 | private bool pointUnderWater; 10 | public float distanceToSurface = 1f; 11 | 12 | private Vector3 WaterLinePoint; 13 | 14 | private Vector3 lastPos = Vector3.zero; 15 | 16 | public float force = 0.1f; 17 | public float maxForce = 0.2f; 18 | 19 | private Vector3 lastPoint; 20 | 21 | 22 | 23 | // Start is called before the first frame update 24 | void Start() 25 | { 26 | waves = FindObjectOfType(); 27 | inOut = pointUnderWater; 28 | lastPoint = Vector3.zero; 29 | } 30 | 31 | // Update is called once per frame 32 | void FixedUpdate() 33 | { 34 | Vector3 pos = transform.position; 35 | float speed = (pos - lastPos).magnitude; 36 | 37 | WaterLinePoint = transform.position; 38 | WaterLinePoint.y = waves.GetHeight(transform.position); 39 | 40 | if (WaterLinePoint.y > transform.position.y) 41 | pointUnderWater = true; 42 | else 43 | pointUnderWater = false; 44 | 45 | 46 | if (pointUnderWater && inOut == pointUnderWater/* && Vector3.Distance(lastPoint, point) > 0.1f*/) 47 | { 48 | Vector3 actualPoint = waves.GetPoint(transform.position); 49 | if (actualPoint != lastPoint) 50 | { 51 | float actualForce = 0f; 52 | if (WaterLinePoint.y - transform.position.y < distanceToSurface) 53 | actualForce = force * (distanceToSurface - (WaterLinePoint.y - transform.position.y)) * speed * Time.deltaTime * 100f; 54 | 55 | if (actualForce > maxForce) 56 | actualForce = maxForce; 57 | if (actualForce < -maxForce) 58 | actualForce = -maxForce; 59 | 60 | waves.AddDeformingForce(transform.position, actualForce); 61 | lastPoint = actualPoint; 62 | } 63 | 64 | } 65 | 66 | if (inOut != pointUnderWater) 67 | { 68 | Vector3 actualPoint = waves.GetPoint(transform.position); 69 | inOut = pointUnderWater; 70 | float actualForce = 0f; 71 | if (WaterLinePoint.y - transform.position.y < distanceToSurface) 72 | actualForce = force * speed * Time.deltaTime * 100f; 73 | 74 | if (actualForce > maxForce) 75 | actualForce = maxForce; 76 | 77 | waves.AddDeformingForce(transform.position, actualForce); 78 | inOut = pointUnderWater; 79 | lastPoint = actualPoint; 80 | } 81 | 82 | lastPos = pos; 83 | } 84 | 85 | 86 | } 87 | -------------------------------------------------------------------------------- /Assets/Scripts/Floater.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Floater : MonoBehaviour 6 | { 7 | //public properties 8 | public float AirDrag = 0.1f; 9 | public float WaterDrag = 1.5f; 10 | public Transform[] FloatPoints; 11 | public float floatingPower = 15f; 12 | [System.NonSerialized] 13 | public bool underwater; 14 | 15 | //used components 16 | private Rigidbody rb; 17 | public WaterPlane Waves; 18 | 19 | //water line 20 | private Vector3[] WaterLinePoints; 21 | 22 | 23 | 24 | 25 | // Start is called before the first frame update 26 | void Awake() 27 | { 28 | //get components 29 | Waves = FindObjectOfType(); 30 | rb = GetComponent(); 31 | 32 | WaterLinePoints = new Vector3[FloatPoints.Length]; 33 | for (int i = 0; i < FloatPoints.Length; i++) 34 | WaterLinePoints[i] = FloatPoints[i].position; 35 | } 36 | 37 | 38 | void FixedUpdate() 39 | { 40 | if (Waves != null) 41 | { 42 | underwater = false; 43 | for (int i = 0; i < FloatPoints.Length; i++) 44 | { 45 | WaterLinePoints[i] = FloatPoints[i].position; 46 | WaterLinePoints[i].y = Waves.GetHeight(FloatPoints[i].position); 47 | 48 | 49 | Vector3 height = Vector3.Lerp(FloatPoints[i].position, new Vector3(FloatPoints[i].position.x, WaterLinePoints[i].y, FloatPoints[i].position.z), 10f * Time.deltaTime); 50 | float difference = FloatPoints[i].position.y - height.y; //to make it softer 51 | 52 | //float difference = FloatPoints[i].position.y - WaterLinePoints[i].y; 53 | if (difference < 0) 54 | { 55 | underwater = true; 56 | float submersion = Mathf.Clamp01(Mathf.Abs(difference)); 57 | rb.AddForceAtPosition(Vector3.up * floatingPower * submersion, FloatPoints[i].position, ForceMode.Force); 58 | } 59 | } 60 | } 61 | if (underwater) 62 | rb.drag = WaterDrag; 63 | else 64 | rb.drag = AirDrag; 65 | } 66 | 67 | 68 | /* 69 | private void OnDrawGizmos() 70 | { 71 | Gizmos.color = Color.green; 72 | if (FloatPoints == null) 73 | return; 74 | 75 | for (int i = 0; i < FloatPoints.Length; i++) 76 | { 77 | if (FloatPoints[i] == null) 78 | continue; 79 | 80 | if (Waves != null) 81 | { 82 | 83 | //draw cube 84 | Gizmos.color = Color.red; 85 | Gizmos.DrawCube(WaterLinePoints[i], Vector3.one * 0.1f); 86 | } 87 | 88 | //draw sphere 89 | Gizmos.color = Color.green; 90 | Gizmos.DrawSphere(FloatPoints[i].position, 0.1f); 91 | 92 | } 93 | 94 | } 95 | */ 96 | } 97 | -------------------------------------------------------------------------------- /Assets/Scripts/BoatController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class BoatController : MonoBehaviour 6 | { 7 | private float horizontal; 8 | private float vertical; 9 | public Transform motorPosition; 10 | public float speed; 11 | public AnimationCurve accelerationCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)); 12 | 13 | public float turnSpeed; 14 | public float tiltForce; 15 | 16 | private float rotation; 17 | private Rigidbody rb; 18 | private bool underWater; 19 | 20 | public GameObject turnHelper; 21 | public Floater floater; 22 | 23 | public float elapsedTime, elapsedTimeBack; 24 | 25 | // Start is called before the first frame update 26 | void Start() 27 | { 28 | rb = GetComponent(); 29 | } 30 | 31 | private void FixedUpdate() 32 | { 33 | //prevent upside down 34 | rotation = Vector3.Angle(Vector3.up, transform.TransformDirection(Vector3.up)); 35 | if (rotation > 70f) 36 | transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0f, transform.eulerAngles.y, 0f), 5f * Time.deltaTime); 37 | 38 | // Check if in water 39 | if (floater.underwater) 40 | underWater = true; 41 | else 42 | underWater = false; 43 | 44 | 45 | if (underWater && turnHelper != null) 46 | { 47 | rb.AddTorque(transform.up * horizontal * 100f * turnSpeed * Time.deltaTime); //turning 48 | 49 | if (vertical > 0.1f) 50 | { 51 | float evaluatedCurve = 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!u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | 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positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | - serializedVersion: 3 297 | m_Name: Enable Debug Button 1 298 | descriptiveName: 299 | descriptiveNegativeName: 300 | negativeButton: 301 | positiveButton: left ctrl 302 | altNegativeButton: 303 | altPositiveButton: joystick button 8 304 | gravity: 0 305 | dead: 0 306 | sensitivity: 0 307 | snap: 0 308 | invert: 0 309 | type: 0 310 | axis: 0 311 | joyNum: 0 312 | - serializedVersion: 3 313 | m_Name: Enable Debug Button 2 314 | descriptiveName: 315 | descriptiveNegativeName: 316 | negativeButton: 317 | positiveButton: backspace 318 | altNegativeButton: 319 | altPositiveButton: joystick button 9 320 | gravity: 0 321 | dead: 0 322 | sensitivity: 0 323 | snap: 0 324 | invert: 0 325 | type: 0 326 | axis: 0 327 | joyNum: 0 328 | - serializedVersion: 3 329 | m_Name: Debug Reset 330 | descriptiveName: 331 | descriptiveNegativeName: 332 | negativeButton: 333 | positiveButton: left alt 334 | altNegativeButton: 335 | altPositiveButton: joystick button 1 336 | gravity: 0 337 | dead: 0 338 | sensitivity: 0 339 | snap: 0 340 | invert: 0 341 | type: 0 342 | axis: 0 343 | joyNum: 0 344 | - serializedVersion: 3 345 | m_Name: Debug Next 346 | descriptiveName: 347 | descriptiveNegativeName: 348 | negativeButton: 349 | positiveButton: page down 350 | altNegativeButton: 351 | altPositiveButton: joystick button 5 352 | gravity: 0 353 | dead: 0 354 | sensitivity: 0 355 | snap: 0 356 | invert: 0 357 | type: 0 358 | axis: 0 359 | joyNum: 0 360 | - serializedVersion: 3 361 | m_Name: Debug Previous 362 | descriptiveName: 363 | descriptiveNegativeName: 364 | negativeButton: 365 | positiveButton: page up 366 | altNegativeButton: 367 | altPositiveButton: joystick button 4 368 | gravity: 0 369 | dead: 0 370 | sensitivity: 0 371 | snap: 0 372 | invert: 0 373 | type: 0 374 | axis: 0 375 | joyNum: 0 376 | - serializedVersion: 3 377 | m_Name: Debug Validate 378 | descriptiveName: 379 | descriptiveNegativeName: 380 | negativeButton: 381 | positiveButton: return 382 | altNegativeButton: 383 | altPositiveButton: joystick button 0 384 | gravity: 0 385 | dead: 0 386 | sensitivity: 0 387 | snap: 0 388 | invert: 0 389 | type: 0 390 | axis: 0 391 | joyNum: 0 392 | - serializedVersion: 3 393 | m_Name: Debug Persistent 394 | descriptiveName: 395 | descriptiveNegativeName: 396 | negativeButton: 397 | positiveButton: right shift 398 | altNegativeButton: 399 | altPositiveButton: joystick button 2 400 | gravity: 0 401 | dead: 0 402 | sensitivity: 0 403 | snap: 0 404 | invert: 0 405 | type: 0 406 | axis: 0 407 | joyNum: 0 408 | - serializedVersion: 3 409 | m_Name: Debug Multiplier 410 | descriptiveName: 411 | descriptiveNegativeName: 412 | negativeButton: 413 | positiveButton: left shift 414 | altNegativeButton: 415 | altPositiveButton: joystick button 3 416 | gravity: 0 417 | dead: 0 418 | sensitivity: 0 419 | snap: 0 420 | invert: 0 421 | type: 0 422 | axis: 0 423 | joyNum: 0 424 | - serializedVersion: 3 425 | m_Name: Debug Horizontal 426 | descriptiveName: 427 | descriptiveNegativeName: 428 | negativeButton: left 429 | positiveButton: right 430 | altNegativeButton: 431 | altPositiveButton: 432 | gravity: 1000 433 | dead: 0.001 434 | sensitivity: 1000 435 | snap: 0 436 | invert: 0 437 | type: 0 438 | axis: 0 439 | joyNum: 0 440 | - serializedVersion: 3 441 | m_Name: Debug Vertical 442 | descriptiveName: 443 | descriptiveNegativeName: 444 | negativeButton: down 445 | positiveButton: up 446 | altNegativeButton: 447 | altPositiveButton: 448 | gravity: 1000 449 | dead: 0.001 450 | sensitivity: 1000 451 | snap: 0 452 | invert: 0 453 | type: 0 454 | axis: 0 455 | joyNum: 0 456 | - serializedVersion: 3 457 | m_Name: Debug Vertical 458 | descriptiveName: 459 | descriptiveNegativeName: 460 | negativeButton: down 461 | positiveButton: up 462 | altNegativeButton: 463 | altPositiveButton: 464 | gravity: 1000 465 | dead: 0.001 466 | sensitivity: 1000 467 | snap: 0 468 | invert: 0 469 | type: 2 470 | axis: 6 471 | joyNum: 0 472 | - serializedVersion: 3 473 | m_Name: Debug Horizontal 474 | descriptiveName: 475 | descriptiveNegativeName: 476 | negativeButton: left 477 | positiveButton: right 478 | altNegativeButton: 479 | altPositiveButton: 480 | gravity: 1000 481 | dead: 0.001 482 | sensitivity: 1000 483 | snap: 0 484 | invert: 0 485 | type: 2 486 | axis: 5 487 | joyNum: 0 488 | -------------------------------------------------------------------------------- /Assets/Scripts/WaterPlane.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | using UnityEngine; 4 | 5 | 6 | [RequireComponent(typeof(MeshFilter))] 7 | [RequireComponent(typeof(MeshRenderer))] 8 | public class WaterPlane : MonoBehaviour 9 | { 10 | public int dimension = 50; 11 | //public int resolution = 10; 12 | public MeshFilter meshFilter; 13 | public Mesh mesh; 14 | 15 | public Octave[] octaves; 16 | public float UVScale = 5f; 17 | public Vector3[] verts; 18 | 19 | [SerializeField] 20 | private float 21 | springConstant = 5f, 22 | damping = 1f, 23 | spread = 0.005f; 24 | 25 | float[] velocities, accelerations; 26 | 27 | // Start is called before the first frame update 28 | void Awake() 29 | { 30 | 31 | if (mesh == null) 32 | { 33 | mesh = new Mesh(); 34 | mesh.name = gameObject.name; 35 | } 36 | 37 | mesh.vertices = GenerateVertices(); 38 | mesh.triangles = GenerateTriangles(); 39 | mesh.uv = GenerateUVs(); 40 | mesh.RecalculateNormals(); 41 | mesh.RecalculateBounds(); 42 | 43 | meshFilter.mesh = mesh; 44 | 45 | 46 | 47 | accelerations = GenerateAccelerations(); 48 | velocities = accelerations; 49 | } 50 | 51 | void UpdateWater() 52 | { 53 | if (mesh == null) 54 | { 55 | mesh = new Mesh(); 56 | mesh.name = gameObject.name; 57 | } 58 | 59 | mesh.vertices = GenerateVertices(); 60 | mesh.triangles = GenerateTriangles(); 61 | mesh.uv = GenerateUVs(); 62 | mesh.RecalculateNormals(); 63 | mesh.RecalculateBounds(); 64 | 65 | accelerations = GenerateAccelerations(); 66 | velocities = accelerations; 67 | } 68 | 69 | 70 | 71 | //para physics 72 | 73 | private float[] GenerateAccelerations() 74 | { 75 | var accelerations = new float[(dimension + 1) * (dimension + 1)]; 76 | // equaly distributed verts 77 | for (int x = 0; x <= dimension; x++) 78 | for (int z = 0; z <= dimension; z++) 79 | accelerations[Index(x, z)] = 0f; 80 | return accelerations; 81 | } 82 | //fin physics 83 | 84 | private Vector3[] GenerateVertices() 85 | { 86 | verts = new Vector3[(dimension + 1) * (dimension + 1)]; 87 | // equaly distributed verts 88 | for (int x = 0; x <= dimension; x++) 89 | for (int z = 0; z <= dimension; z++) 90 | verts[Index(x, z)] = new Vector3(x, 0, z); 91 | return verts; 92 | } 93 | 94 | public int Index(int x, int z) 95 | { 96 | return x * (dimension + 1) + z; 97 | } 98 | 99 | private int[] GenerateTriangles() 100 | { 101 | var tris = new int[mesh.vertices.Length * 6]; 102 | //two triangles are one tile 103 | for (int x = 0; x < dimension; x++) 104 | { 105 | for (int z = 0; z < dimension; z++) 106 | { 107 | tris[Index(x, z) * 6 + 2] = Index(x + 1, z); 108 | tris[Index(x, z) * 6 + 1] = Index(x + 1, z + 1); 109 | tris[Index(x, z) * 6 + 0] = Index(x, z); 110 | 111 | tris[Index(x, z) * 6 + 5] = Index(x + 1, z + 1); 112 | tris[Index(x, z) * 6 + 4] = Index(x, z + 1); 113 | tris[Index(x, z) * 6 + 3] = Index(x, z); 114 | } 115 | } 116 | return tris; 117 | } 118 | 119 | private Vector2[] GenerateUVs() 120 | { 121 | var uvs = new Vector2[mesh.vertices.Length]; 122 | 123 | for (int x = 0; x <= dimension; x++) 124 | { 125 | for (int z = 0; z <= dimension; z++) 126 | { 127 | uvs[Index(x, z)] = new Vector2(x / UVScale, z / UVScale); 128 | } 129 | } 130 | return uvs; 131 | } 132 | 133 | // Update is called once per frame 134 | void FixedUpdate() 135 | { 136 | //spread 137 | for (int x = 0; x <= dimension; x++) 138 | { 139 | for (int z = 0; z <= dimension; z++) 140 | { 141 | if (x > 0) 142 | { 143 | float left = spread * (verts[Index(x, z)].y - verts[Index(x - 1, z)].y); 144 | velocities[Index(x - 1, z)] += left; 145 | } 146 | 147 | if (x < dimension) 148 | { 149 | float right = spread * (verts[Index(x, z)].y - verts[Index(x + 1, z)].y); 150 | velocities[Index(x + 1, z)] += right; 151 | } 152 | 153 | if (z > 0) 154 | { 155 | float up = spread * (verts[Index(x, z)].y - verts[Index(x, z - 1)].y); 156 | velocities[Index(x, z - 1)] += up; 157 | } 158 | 159 | if (z < dimension) 160 | { 161 | float down = spread * (verts[Index(x, z)].y - verts[Index(x, z + 1)].y); 162 | velocities[Index(x, z + 1)] += down; 163 | } 164 | } 165 | } 166 | 167 | 168 | for (int x = 0; x <= dimension; x++) 169 | { 170 | for (int z = 0; z <= dimension; z++) 171 | { 172 | var y = 0f; 173 | for (int i = 0; i < octaves.Length; i++) 174 | { 175 | if (octaves[i].alternate) 176 | { 177 | var perl = Mathf.PerlinNoise((x * octaves[i].scale.x) / dimension, (z * octaves[i].scale.y) / dimension) * Mathf.PI * 2f; 178 | y += Mathf.Cos(perl + octaves[i].speed.magnitude * Time.time) * octaves[i].height; 179 | } 180 | else 181 | { 182 | var perl = Mathf.PerlinNoise((x * octaves[i].scale.x + Time.time * octaves[i].speed.x) / dimension, 183 | (z * octaves[i].scale.y + Time.time * octaves[i].speed.y) / dimension) - 0.5f; // -0.5f because perlin noise is between 0 and 1 and if we substract 0.5 then we have a value between -0.5f and 0.5f 184 | y += perl * octaves[i].height; 185 | } 186 | } 187 | 188 | verts[Index(x, z)].y += velocities[Index(x, z)]; 189 | 190 | float force = ((springConstant * 0.0001f) * (verts[Index(x, z)].y - y) - velocities[Index(x, z)] / (2 + (damping * 0.01f))); 191 | accelerations[Index(x, z)] = -force; 192 | velocities[Index(x, z)] += accelerations[Index(x, z)]; 193 | } 194 | } 195 | 196 | //mesh.vertices = displacedVertices; 197 | mesh.vertices = verts; 198 | mesh.RecalculateNormals(); 199 | } 200 | 201 | 202 | public Vector3 GetPoint(Vector3 point) 203 | { 204 | var scale = new Vector3(1 / transform.lossyScale.x, 0, 1 / transform.lossyScale.z); 205 | var localPos = Vector3.Scale((point - transform.position), scale); 206 | 207 | //get edge points 208 | var p1 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Floor(localPos.z)); 209 | var p2 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Ceil(localPos.z)); 210 | var p3 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Floor(localPos.z)); 211 | var p4 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Ceil(localPos.z)); 212 | 213 | //clamp if thye position is outside the plain 214 | p1.x = Mathf.Clamp(p1.x, 0, dimension); 215 | p1.z = Mathf.Clamp(p1.z, 0, dimension); 216 | p2.x = Mathf.Clamp(p2.x, 0, dimension); 217 | p2.z = Mathf.Clamp(p2.z, 0, dimension); 218 | p3.x = Mathf.Clamp(p3.x, 0, dimension); 219 | p3.z = Mathf.Clamp(p3.z, 0, dimension); 220 | p4.x = Mathf.Clamp(p4.x, 0, dimension); 221 | p4.z = Mathf.Clamp(p4.z, 0, dimension); 222 | return new Vector3((int)p1.x, (int)p1.y, (int)p1.z); 223 | } 224 | 225 | public void AddDeformingForce(Vector3 point, float force) 226 | { 227 | var scale = new Vector3(1 / transform.lossyScale.x, 0, 1 / transform.lossyScale.z); 228 | var localPos = Vector3.Scale((point - transform.position), scale); 229 | 230 | //get edge points 231 | var p1 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Floor(localPos.z)); 232 | var p2 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Ceil(localPos.z)); 233 | var p3 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Floor(localPos.z)); 234 | var p4 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Ceil(localPos.z)); 235 | 236 | //clamp if thye position is outside the plain 237 | p1.x = Mathf.Clamp(p1.x, 0, dimension); 238 | p1.z = Mathf.Clamp(p1.z, 0, dimension); 239 | p2.x = Mathf.Clamp(p2.x, 0, dimension); 240 | p2.z = Mathf.Clamp(p2.z, 0, dimension); 241 | p3.x = Mathf.Clamp(p3.x, 0, dimension); 242 | p3.z = Mathf.Clamp(p3.z, 0, dimension); 243 | p4.x = Mathf.Clamp(p4.x, 0, dimension); 244 | p4.z = Mathf.Clamp(p4.z, 0, dimension); 245 | 246 | if (p1.x > 0 && p1.x < dimension && p1.z > 0 && p1.z < dimension) 247 | velocities[Index((int)p1.x, (int)p1.z)] += force; 248 | if (p2.x > 0 && p2.x < dimension && p2.z > 0 && p2.z < dimension) 249 | velocities[Index((int)p2.x, (int)p2.z)] += force; 250 | if (p3.x > 0 && p3.x < dimension && p3.z > 0 && p3.z < dimension) 251 | velocities[Index((int)p3.x, (int)p3.z)] += force; 252 | if (p4.x > 0 && p4.x < dimension && p4.z > 0 && p4.z < dimension) 253 | velocities[Index((int)p4.x, (int)p4.z)] += force; 254 | } 255 | 256 | public float GetHeight(Vector3 position) 257 | { 258 | //scale factor and position in local space 259 | var scale = new Vector3(1 / transform.lossyScale.x, 0, 1 / transform.lossyScale.z); 260 | var localPos = Vector3.Scale((position - transform.position), scale); 261 | 262 | //get edge points 263 | var p1 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Floor(localPos.z)); 264 | var p2 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Ceil(localPos.z)); 265 | var p3 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Floor(localPos.z)); 266 | var p4 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Ceil(localPos.z)); 267 | 268 | //clamp if thye position is outside the plain 269 | p1.x = Mathf.Clamp(p1.x, 0, dimension); 270 | p1.z = Mathf.Clamp(p1.z, 0, dimension); 271 | p2.x = Mathf.Clamp(p2.x, 0, dimension); 272 | p2.z = Mathf.Clamp(p2.z, 0, dimension); 273 | p3.x = Mathf.Clamp(p3.x, 0, dimension); 274 | p3.z = Mathf.Clamp(p3.z, 0, dimension); 275 | p4.x = Mathf.Clamp(p4.x, 0, dimension); 276 | p4.z = Mathf.Clamp(p4.z, 0, dimension); 277 | 278 | /* 279 | var height = (mesh.vertices[Index((int)p1.x, (int)p1.z)].y + 280 | mesh.vertices[Index((int)p2.x, (int)p2.z)].y + 281 | mesh.vertices[Index((int)p3.x, (int)p3.z)].y + 282 | mesh.vertices[Index((int)p4.x, (int)p4.z)].y) / 4; 283 | return height * transform.lossyScale.y; 284 | */ 285 | 286 | 287 | //get the max distance to one of the edges and take that to compute max - dist 288 | var max = Mathf.Max(Vector3.Distance(p1, localPos), 289 | Vector3.Distance(p2, localPos), 290 | Vector3.Distance(p3, localPos), 291 | Vector3.Distance(p4, localPos) + Mathf.Epsilon); 292 | 293 | var dist = (max - Vector3.Distance(p1, localPos)) 294 | + (max - Vector3.Distance(p2, localPos)) 295 | + (max - Vector3.Distance(p3, localPos)) 296 | + (max - Vector3.Distance(p4, localPos) + Mathf.Epsilon); 297 | 298 | //weighted sum 299 | var height = mesh.vertices[Index((int)p1.x, (int)p1.z)].y * (max - Vector3.Distance(p1, localPos)) 300 | + mesh.vertices[Index((int)p2.x, (int)p2.z)].y * (max - Vector3.Distance(p2, localPos)) 301 | + mesh.vertices[Index((int)p3.x, (int)p3.z)].y * (max - Vector3.Distance(p3, localPos)) 302 | + mesh.vertices[Index((int)p4.x, (int)p4.z)].y * (max - Vector3.Distance(p4, localPos)); 303 | 304 | //scale 305 | return height * 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