├── ProjectSettings ├── boot.config ├── ProjectVersion.txt ├── CommonBurstAotSettings.json ├── ClusterInputManager.asset ├── PresetManager.asset ├── XRSettings.asset ├── Packages │ └── com.unity.polybrush │ │ └── Settings.json ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── URPProjectSettings.asset ├── BurstAotSettings_StandaloneWindows.json ├── AudioManager.asset ├── ShaderGraphSettings.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── MemorySettings.asset ├── DynamicsManager.asset ├── EditorSettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── GraphicsSettings.asset ├── UserSettings ├── Search.settings └── EditorUserSettings.asset ├── Assets ├── 3DModels │ ├── WaterHigh.mtl │ ├── WaterLow.mtl │ ├── Boat.FBX │ ├── WaterHigh.mtl.meta │ ├── WaterLow.mtl.meta │ ├── Boat.FBX.meta │ ├── WaterHigh.obj.meta │ └── WaterLow.obj.meta ├── Textures │ ├── RipplesTrail.png │ ├── SquareTiles.png │ ├── ParticleCircle.png │ ├── WaterTextures │ │ ├── Foam │ │ │ ├── Foam 1.png │ │ │ ├── Foam 2.png │ │ │ ├── Foam 3.png │ │ │ ├── Foam 4.png │ │ │ ├── Foam 5.png │ │ │ ├── Foam 6.png │ │ │ ├── Foam 7.png │ │ │ ├── Foam 8.png │ │ │ ├── Foam 1.png.meta │ │ │ ├── Foam 2.png.meta │ │ │ ├── Foam 3.png.meta │ │ │ ├── Foam 5.png.meta │ │ │ ├── Foam 6.png.meta │ │ │ ├── Foam 7.png.meta │ │ │ └── Foam 8.png.meta │ │ ├── Normals │ │ │ ├── Normals 1.png │ │ │ ├── Normals 2.png │ │ │ ├── Normals 3.png │ │ │ ├── Normals 4.png │ │ │ ├── Normals 5.png │ │ │ ├── Water 0341normal.jpg │ │ │ ├── water 0342normal.jpg │ │ │ ├── Water 0341normal.jpg.meta │ │ │ └── water 0342normal.jpg.meta │ │ ├── Caustics │ │ │ ├── Caustics 1.png │ │ │ ├── Caustics 2.png │ │ │ ├── Caustics 3.png │ │ │ ├── Caustics 4.png │ │ │ ├── Caustics 1.png.meta │ │ │ ├── Caustics 2.png.meta │ │ │ ├── Caustics 3.png.meta │ │ │ └── Caustics 4.png.meta │ │ ├── CompleteWater │ │ │ ├── Water_001_DISP.png │ │ │ ├── Water_001_NORM.jpg │ │ │ ├── Water_001_OCC.jpg │ │ │ ├── Water_001_SPEC.jpg │ │ │ ├── Water_002_DISP.png │ │ │ ├── Water_002_NORM.jpg │ │ │ ├── Water_002_OCC.jpg │ │ │ ├── Water_001_COLOR.jpg │ │ │ ├── Water_002_COLOR.jpg │ │ │ ├── Water_002_ROUGH.jpg │ │ │ ├── Water_001_COLOR.jpg.meta │ │ │ ├── Water_001_DISP.png.meta │ │ │ └── Water_001_NORM.jpg.meta │ │ ├── Foam.meta │ │ ├── Caustics.meta │ │ ├── Normals.meta │ │ └── CompleteWater.meta │ ├── WaterTextures.meta │ ├── ParticleCircle.png.meta │ ├── RipplesTrail.png.meta │ └── SquareTiles.png.meta ├── Scenes │ ├── SampleScene │ │ ├── LightingData.asset │ │ ├── ReflectionProbe-0.exr │ │ ├── LightingData.asset.meta │ │ └── ReflectionProbe-0.exr.meta │ ├── SampleScene.unity.meta │ └── SampleScene.meta ├── Samples.meta ├── Scenes.meta ├── Scripts.meta ├── 3DModels.meta ├── Materials.meta ├── Settings.meta ├── Textures.meta ├── WaterShader.meta ├── RenderTextures.meta ├── Samples │ ├── ProBuilder.meta │ └── ProBuilder │ │ ├── 5.0.3.meta │ │ └── 5.0.3 │ │ ├── Universal Render Pipeline Support │ │ ├── .sample.json │ │ ├── Material.meta │ │ ├── Shader.meta │ │ ├── Material │ │ │ ├── ProBuilder Default URP.mat.meta │ │ │ └── ProBuilder Default URP.mat │ │ └── Shader │ │ │ └── Standard Vertex Color.shadergraph.meta │ │ └── Universal Render Pipeline Support.meta ├── ShaderStaticTexture.meta ├── Materials │ ├── Ground.mat.meta │ ├── Player.mat.meta │ ├── RingParticle.mat.meta │ ├── TrailMat.mat.meta │ ├── BlackParticle.mat.meta │ ├── Player.mat │ ├── RingParticle.mat │ └── Ground.mat ├── Settings │ ├── URP-Balanced.asset.meta │ ├── URP-HighFidelity.asset.meta │ ├── URP-Performant.asset.meta │ ├── SampleSceneProfile.asset.meta │ ├── URP-Balanced-Renderer.asset.meta │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-Performant-Renderer.asset.meta │ ├── URP-Performant-Renderer.asset │ ├── URP-Performant.asset │ ├── URP-Balanced.asset │ ├── URP-HighFidelity.asset │ ├── SampleSceneProfile.asset │ ├── URP-Balanced-Renderer.asset │ └── URP-HighFidelity-Renderer.asset ├── WaterShader │ ├── WaterMat.mat.meta │ ├── WaterShader.shadergraph.meta │ ├── Neighbors.shadersubgraph.meta │ ├── NewNormal.shadersubgraph.meta │ ├── RipplesPaint.shadersubgraph.meta │ ├── SineWaves.shadersubgraph.meta │ ├── RipplesDisplacement.shadersubgraph.meta │ └── WaterMat.mat ├── RenderTextures │ ├── Water1.asset.meta │ └── Water1.asset ├── ShaderStaticTexture │ ├── StaticTextureMat.mat.meta │ ├── StaticTexture.shadergraph.meta │ └── StaticTextureMat.mat ├── UniversalRenderPipelineGlobalSettings.asset.meta ├── Scripts │ ├── Player.cs.meta │ ├── Floater.cs.meta │ ├── MoveWater.cs.meta │ ├── TurnHelper.cs.meta │ ├── WaterData.cs.meta │ ├── BoatController.cs.meta │ ├── FollowCamera.cs.meta │ ├── WaterManager.cs.meta │ ├── WaveDisplacement.cs.meta │ ├── GerstnerWaveDisplacement.cs.meta │ ├── MoveWater.cs │ ├── TurnHelper.cs │ ├── Player.cs │ ├── WaterData.cs │ ├── FollowCamera.cs │ ├── GerstnerWaveDisplacement.cs │ ├── BoatController.cs │ ├── WaveDisplacement.cs │ ├── Floater.cs │ └── WaterManager.cs └── UniversalRenderPipelineGlobalSettings.asset ├── .vsconfig ├── README.md ├── LICENSE ├── .gitignore └── Packages └── manifest.json /ProjectSettings/boot.config: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /UserSettings/Search.settings: -------------------------------------------------------------------------------- 1 | {} -------------------------------------------------------------------------------- /Assets/3DModels/WaterHigh.mtl: -------------------------------------------------------------------------------- 1 | newmtl WaterMat 2 | Kd 1.0 1.0 1.0 3 | d 1.0 4 | 5 | -------------------------------------------------------------------------------- /Assets/3DModels/WaterLow.mtl: -------------------------------------------------------------------------------- 1 | newmtl WaterMat 2 | Kd 1.0 1.0 1.0 3 | d 1.0 4 | 5 | -------------------------------------------------------------------------------- /Assets/3DModels/Boat.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/InfiniteDynamicWaterURP/HEAD/Assets/3DModels/Boat.FBX -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2021.3.12f1 2 | m_EditorVersionWithRevision: 2021.3.12f1 (8af3c3e441b1) 3 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Textures/RipplesTrail.png: 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-------------------------------------------------------------------------------- 1 | { 2 | "MonoBehaviour": { 3 | "Version": 4, 4 | "DisabledWarnings": "" 5 | } 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene/LightingData.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/InfiniteDynamicWaterURP/HEAD/Assets/Scenes/SampleScene/LightingData.asset -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene/ReflectionProbe-0.exr: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Guayabazo/InfiniteDynamicWaterURP/HEAD/Assets/Scenes/SampleScene/ReflectionProbe-0.exr -------------------------------------------------------------------------------- /Assets/Textures/WaterTextures/Foam/Foam 1.png: 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-------------------------------------------------------------------------------- 1 | # InfiniteDynamicWaterURP 2 | Infinite dynamic water with waves, ripples and buoyancy 3 | 4 | 5 | https://user-images.githubusercontent.com/108235025/230931242-00f41cd4-b8c7-41e3-8455-d5bc9b841835.mp4 6 | 7 | 8 | 9 | 10 | https://user-images.githubusercontent.com/108235025/230931279-92070839-687a-4338-8ce9-f07a346d52b8.mp4 11 | 12 | -------------------------------------------------------------------------------- /Assets/WaterShader/WaterShader.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2398e98acfa1eaf478e4b099c7cc95d4 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | 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guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/WaterShader/RipplesPaint.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b5d4667bd5627b4291b1445cb32ac63 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/WaterShader/SineWaves.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80de4822f89df2c46ad961b3f526a86a 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/ShaderStaticTexture/StaticTexture.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f41239eba8eaeb4409a16eaf8d51ea36 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/WaterShader/RipplesDisplacement.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c90f4c9c8c0655b4bbad9865de9fcd43 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /Assets/Scripts/MoveWater.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MoveWater : MonoBehaviour 6 | { 7 | 8 | public Transform target; 9 | 10 | 11 | // Update is called once per frame 12 | void Update() 13 | { 14 | transform.position = new Vector3(target.position.x, transform.position.y, target.position.z); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Samples/ProBuilder/5.0.3/Universal Render Pipeline Support/Shader/Standard Vertex Color.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a5e1047f27bee462089b2bc3104f90fd 3 | ScriptedImporter: 4 | fileIDToRecycleName: 5 | 4800000: MainAsset 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /ProjectSettings/URPProjectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_LastMaterialVersion: 5 16 | -------------------------------------------------------------------------------- /ProjectSettings/BurstAotSettings_StandaloneWindows.json: -------------------------------------------------------------------------------- 1 | { 2 | "MonoBehaviour": { 3 | "Version": 4, 4 | "EnableBurstCompilation": true, 5 | "EnableOptimisations": true, 6 | "EnableSafetyChecks": false, 7 | "EnableDebugInAllBuilds": false, 8 | "UsePlatformSDKLinker": false, 9 | "CpuMinTargetX32": 0, 10 | "CpuMaxTargetX32": 0, 11 | "CpuMinTargetX64": 0, 12 | "CpuMaxTargetX64": 0, 13 | "CpuTargetsX32": 6, 14 | "CpuTargetsX64": 72, 15 | "OptimizeFor": 0 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 0 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/ShaderGraphSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: de02f9e1d18f588468e474319d09a723, type: 3} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | customInterpolatorErrorThreshold: 32 16 | customInterpolatorWarningThreshold: 16 17 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Player : MonoBehaviour 6 | { 7 | public GameObject rippleCamera; 8 | 9 | // Update is called once per frame 10 | void Update() 11 | { 12 | rippleCamera.transform.position = transform.position + Vector3.up * 10; 13 | Shader.SetGlobalVector("_PlayerPos", rippleCamera.transform.position); 14 | //ripples.Emit(transform.position + transform.forward, transform.forward, 2, 3, Color.white); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/UniversalRenderPipelineGlobalSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3} 13 | m_Name: UniversalRenderPipelineGlobalSettings 14 | m_EditorClassIdentifier: 15 | k_AssetVersion: 2 16 | lightLayerName0: Light Layer default 17 | lightLayerName1: Light Layer 1 18 | lightLayerName2: Light Layer 2 19 | lightLayerName3: Light Layer 3 20 | lightLayerName4: Light Layer 4 21 | lightLayerName5: Light Layer 5 22 | lightLayerName6: Light Layer 6 23 | lightLayerName7: Light Layer 7 24 | m_StripDebugVariants: 1 25 | m_StripUnusedPostProcessingVariants: 1 26 | m_StripUnusedVariants: 1 27 | supportRuntimeDebugDisplay: 0 28 | -------------------------------------------------------------------------------- /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_DashboardUrl: https://dashboard.unity3d.com 13 | m_TestInitMode: 0 14 | CrashReportingSettings: 15 | m_EventUrl: https://perf-events.cloud.unity3d.com 16 | m_Enabled: 0 17 | m_LogBufferSize: 10 18 | m_CaptureEditorExceptions: 1 19 | UnityPurchasingSettings: 20 | m_Enabled: 0 21 | m_TestMode: 0 22 | UnityAnalyticsSettings: 23 | m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | m_PackageRequiringCoreStatsPresent: 0 27 | UnityAdsSettings: 28 | m_Enabled: 0 29 | m_InitializeOnStartup: 1 30 | m_TestMode: 0 31 | m_IosGameId: 32 | m_AndroidGameId: 33 | m_GameIds: {} 34 | m_GameId: 35 | PerformanceReportingSettings: 36 | m_Enabled: 0 37 | -------------------------------------------------------------------------------- /Assets/Scripts/WaterData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class WaterData : MonoBehaviour 4 | { 5 | public static WaterData instance; 6 | [HideInInspector]public Texture2D ripples; 7 | public RenderTexture ripplesTexture; 8 | public Vector3 playerPos; 9 | private void Awake() 10 | { 11 | instance = this; 12 | ripples = new Texture2D(ripplesTexture.width, ripplesTexture.height, TextureFormat.RGB24, false); 13 | ripples = ToTexture2D(ripplesTexture, ripples); 14 | playerPos = Shader.GetGlobalVector("_PlayerPos"); 15 | } 16 | 17 | 18 | // Update is called once per frame 19 | void FixedUpdate() 20 | { 21 | ripples = ToTexture2D(ripplesTexture, ripples); 22 | playerPos = Shader.GetGlobalVector("_PlayerPos"); 23 | } 24 | 25 | Texture2D ToTexture2D(RenderTexture rTex, Texture2D tex) 26 | { 27 | // ReadPixels looks at the active RenderTexture. 28 | RenderTexture.active = rTex; 29 | tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0); 30 | //tex.Apply(); 31 | return tex; 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 Javier Piñero 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/PackageManagerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_EnablePreviewPackages: 0 16 | m_EnablePackageDependencies: 0 17 | m_AdvancedSettingsExpanded: 1 18 | m_ScopedRegistriesSettingsExpanded: 1 19 | oneTimeWarningShown: 0 20 | m_Registries: 21 | - m_Id: main 22 | m_Name: 23 | m_Url: https://packages.unity.com 24 | m_Scopes: [] 25 | m_IsDefault: 1 26 | m_Capabilities: 7 27 | m_UserSelectedRegistryName: 28 | m_UserAddingNewScopedRegistry: 0 29 | m_RegistryInfoDraft: 30 | m_ErrorMessage: 31 | m_Original: 32 | m_Id: 33 | m_Name: 34 | m_Url: 35 | m_Scopes: [] 36 | m_IsDefault: 0 37 | m_Capabilities: 0 38 | m_Modified: 0 39 | m_Name: 40 | m_Url: 41 | m_Scopes: 42 | - 43 | m_SelectedScopeIndex: 0 44 | -------------------------------------------------------------------------------- /.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 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # 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"com.unity.modules.unitywebrequestaudio": "1.0.0", 38 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 39 | "com.unity.modules.unitywebrequestwww": "1.0.0", 40 | "com.unity.modules.vehicles": "1.0.0", 41 | "com.unity.modules.video": "1.0.0", 42 | "com.unity.modules.vr": "1.0.0", 43 | "com.unity.modules.wind": "1.0.0", 44 | "com.unity.modules.xr": "1.0.0" 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/FollowCamera.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class FollowCamera : MonoBehaviour 6 | { 7 | public Transform mainCamera; 8 | public Transform TarargetPos; 9 | public Transform player; 10 | public float Damping; 11 | public float aimSpeed; 12 | public float zoom; 13 | private float currentZoom; 14 | private Vector3 point; 15 | 16 | private Vector3 m_CurrentVelocity; 17 | Vector3 m_DampedPos; 18 | private float newDamping; 19 | 20 | void Start() 21 | { 22 | currentZoom = zoom; 23 | } 24 | 25 | void OnEnable() 26 | { 27 | if (TarargetPos != null) 28 | m_DampedPos = 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 | m_DampedPos = Damping < 0.01f 59 | ? pos : Vector3.SmoothDamp(m_DampedPos, pos, ref m_CurrentVelocity, newDamping); 60 | pos = m_DampedPos; 61 | 62 | transform.position = pos; 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Scripts/GerstnerWaveDisplacement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public static class GerstnerWaveDisplacement 4 | { 5 | private static Vector3 GerstnerWave(Vector3 position, float steepness, float wavelength, float speed, float direction) 6 | { 7 | direction = (direction * 2 - 1); 8 | Vector2 d = new Vector2(Mathf.Cos(Mathf.PI * direction), Mathf.Sin(Mathf.PI * direction)).normalized; 9 | float k = 2 * Mathf.PI / wavelength; 10 | float a = steepness / k; 11 | float f = k * (Vector2.Dot(d, new Vector2(position.x, position.z)) - speed * Time.time); 12 | 13 | 14 | return new Vector3(d.x * a * Mathf.Cos(f), a * Mathf.Sin(f), d.y * a * Mathf.Cos(f)); 15 | } 16 | 17 | private static Vector3 Ripple(Vector3 position, Vector3 playerPos, float cameraSize, Texture2D rippleTexture, float rippleHeight, Transform waterObject) 18 | { 19 | 20 | Vector2 a = new Vector2(position.x, position.z); 21 | Vector2 b = new Vector2(playerPos.x, playerPos.z); 22 | Vector2 uv = ((a - b) / (cameraSize * 2)) + new Vector2(0.5f, 0.5f); 23 | Vector3 final = new Vector3(waterObject.position.x, waterObject.position.y + (rippleTexture.GetPixelBilinear(uv.x, uv.y).g * rippleHeight), waterObject.position.z); 24 | 25 | 26 | return final; 27 | } 28 | 29 | public static Vector3 GetWaveDisplacement(Vector3 position, float steepness, float wavelength, float speed, Vector4 directions, Texture2D ripplesTexture, 30 | Vector3 playerPos, 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7b3ede40266cd49a395def176e1bc486, 60 | type: 3} 61 | m_AssetVersion: 1 62 | m_OpaqueLayerMask: 63 | serializedVersion: 2 64 | m_Bits: 4294967295 65 | m_TransparentLayerMask: 66 | serializedVersion: 2 67 | m_Bits: 4294967295 68 | m_DefaultStencilState: 69 | overrideStencilState: 0 70 | stencilReference: 0 71 | stencilCompareFunction: 8 72 | passOperation: 2 73 | failOperation: 0 74 | zFailOperation: 0 75 | m_ShadowTransparentReceive: 1 76 | m_RenderingMode: 0 77 | m_DepthPrimingMode: 1 78 | m_AccurateGbufferNormals: 0 79 | m_ClusteredRendering: 0 80 | m_TileSize: 32 81 | m_IntermediateTextureMode: 0 82 | -------------------------------------------------------------------------------- /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 | public float dragUnder, dragOver; 26 | 27 | // Start is called before the first frame update 28 | void Start() 29 | { 30 | rb = GetComponent(); 31 | } 32 | 33 | 34 | private void FixedUpdate() 35 | { 36 | //prevent upside down 37 | rotation = Vector3.Angle(Vector3.up, transform.TransformDirection(Vector3.up)); 38 | if (rotation > 70f) 39 | transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0f, transform.eulerAngles.y, 0f), 5f * Time.deltaTime); 40 | 41 | // Check if in water 42 | if (floater.underwater) 43 | { 44 | underWater = true; 45 | rb.drag = dragUnder; 46 | } 47 | else 48 | { 49 | underWater = false; 50 | rb.drag = dragOver; 51 | } 52 | 53 | 54 | if (underWater && turnHelper != null) 55 | { 56 | rb.AddTorque(transform.up * horizontal * 100f * turnSpeed * Time.deltaTime); //turning 57 | 58 | if (vertical > 0.1f) 59 | { 60 | float evaluatedCurve = accelerationCurve.Evaluate(elapsedTime); 61 | rb.AddForce(turnHelper.transform.forward * speed * evaluatedCurve * 0.05f * vertical * Time.deltaTime * 300f, ForceMode.Force); //moving 62 | rb.AddTorque(transform.right * tiltForce * -vertical * Time.deltaTime, ForceMode.Force); //optional tilt 63 | } 64 | if (vertical < -0.1f) 65 | { 66 | float evaluatedCurve = accelerationCurve.Evaluate(elapsedTimeBack); 67 | rb.AddForce(turnHelper.transform.forward * speed * evaluatedCurve * 0.02f * vertical * Time.deltaTime * 300f, ForceMode.Force); //moving 68 | } 69 | 70 | } 71 | } 72 | 73 | 74 | // Update is called once per frame 75 | void Update() 76 | { 77 | horizontal = Input.GetAxisRaw("Horizontal"); 78 | vertical = Input.GetAxisRaw("Vertical"); 79 | 80 | 81 | if (vertical <= 0f && elapsedTime > 0f) 82 | { 83 | elapsedTime -= Time.deltaTime; 84 | 85 | } 86 | if (vertical >= 0f && elapsedTimeBack > 0f) 87 | { 88 | 89 | elapsedTimeBack -= Time.deltaTime; 90 | } 91 | if (vertical >= 0.1f && elapsedTime < 1f) 92 | elapsedTime += Time.deltaTime; 93 | if (vertical <= -0.1f && elapsedTimeBack < 1f) 94 | elapsedTimeBack += Time.deltaTime; 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /Assets/Scripts/WaveDisplacement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public static class WaveDisplacement 4 | { 5 | private static Vector3 SineWaves(Vector3 position, 6 | float waveFrequency, float waveFrequencyB, float waveFrequencyC, float waveFrequencyD, 7 | float waveAmplitude, float waveAmplitudeB, float waveAmplitudeC, float waveAmplitudeD, 8 | float waveHeight, float waveHeightB, float waveHeightC, float waveHeightD, 9 | float waveCDirectionX, float waveCDirectionZ, float waveDDirectionX, float waveDDirectionZ) 10 | { 11 | float a = (Mathf.Sin((position.x * waveAmplitude) + (Time.time * waveFrequency))) * waveHeight; 12 | float b = (Mathf.Sin((position.z * waveAmplitudeB) + (Time.time * waveFrequencyB))) * waveHeightB; 13 | float inter = (position.x * waveCDirectionX) + (position.z * waveCDirectionZ); 14 | float c = (Mathf.Sin((inter * waveAmplitudeC) + (Time.time * waveFrequencyC))) * waveHeightC; 15 | 16 | float interD = (position.x * waveDDirectionX) + (position.z * waveDDirectionZ); 17 | float d = (Mathf.Sin((interD * waveAmplitudeD) + (Time.time * waveFrequencyD))) * waveHeightD; 18 | Vector3 prev = new Vector3(position.x, a + b + c + d, position.z); 19 | 20 | 21 | return prev; 22 | } 23 | 24 | private static Vector3 Ripple(Vector3 position, Vector3 playerPos, float cameraSize, Texture2D rippleTexture, float rippleHeight, Transform waterObject) 25 | { 26 | 27 | Vector2 a = new Vector2(position.x, position.z); 28 | Vector2 b = new Vector2(playerPos.x, playerPos.z); 29 | Vector2 uv = ((a - b) / (cameraSize * 2)) + new Vector2(0.5f, 0.5f); 30 | Vector3 final = new Vector3(waterObject.position.x, waterObject.position.y + (rippleTexture.GetPixelBilinear(uv.x, uv.y).g * rippleHeight), waterObject.position.z); 31 | 32 | 33 | return final; 34 | } 35 | 36 | public static Vector3 GetWaveHeight(Vector3 position, 37 | float waveFrequency, float waveFrequencyB, float waveFrequencyC, float waveFrequencyD, 38 | float waveAmplitude, float waveAmplitudeB, float waveAmplitudeC, float waveAmplitudeD, 39 | float waveHeight, float waveHeightB, float waveHeightC, float waveHeightD, 40 | Vector3 playerPos, float cameraSize, Texture2D rippleTexture, float rippleHeight, Transform waterObject, 41 | float waveCDirectionX, float waveCDirectionZ, float 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/Assets/Scripts/WaterManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class WaterManager : MonoBehaviour 6 | { 7 | 8 | public Material oceanMat; 9 | public float waterHeight; 10 | public Texture2D ripples; 11 | public RenderTexture ripplesTexture; 12 | public Vector3 playerPos; 13 | float cameraSize; 14 | float rippleHeight; 15 | public Transform waterObject; 16 | 17 | //SineWaves 18 | private float waveFrequency, waveFrequencyB, waveFrequencyC, waveFrequencyD, 19 | waveAmplitude, waveAmplitudeB, waveAmplitudeC, waveAmplitudeD, 20 | waveHeight, waveHeightB, waveHeightC, waveHeightD, 21 | waveCDirectionX, waveCDirectionZ, waveDDirectionX, waveDDirectionZ; 22 | 23 | void Start() 24 | { 25 | //ocean = null; 26 | SetVariables(); 27 | } 28 | 29 | void SetVariables() 30 | { 31 | 32 | 33 | if (oceanMat != null) 34 | { 35 | 36 | 37 | //Ripples 38 | playerPos =Shader.GetGlobalVector("_PlayerPos"); 39 | cameraSize = oceanMat.GetFloat("_CameraSize"); 40 | rippleHeight = oceanMat.GetFloat("_RippleHeight"); 41 | 42 | 43 | //SineWaves 44 | waveFrequency = oceanMat.GetFloat("_WaveFrequency"); 45 | waveFrequencyB = oceanMat.GetFloat("_WaveFrequencyB"); 46 | waveFrequencyC = oceanMat.GetFloat("_WaveFrequencyC"); 47 | waveFrequencyD = oceanMat.GetFloat("_WaveFrequencyD"); 48 | waveAmplitude = oceanMat.GetFloat("_WaveAmplitude"); 49 | waveAmplitudeB = oceanMat.GetFloat("_WaveAmplitudeB"); 50 | waveAmplitudeC = oceanMat.GetFloat("_WaveAmplitudeC"); 51 | waveAmplitudeD = oceanMat.GetFloat("_WaveAmplitudeD"); 52 | waveHeight = oceanMat.GetFloat("_WaveHeight"); 53 | waveHeightB = oceanMat.GetFloat("_WaveHeightB"); 54 | waveHeightC = oceanMat.GetFloat("_WaveHeightC"); 55 | waveHeightD = oceanMat.GetFloat("_WaveHeightD"); 56 | waveCDirectionX = oceanMat.GetFloat("_WaveCDirectionX"); 57 | waveCDirectionZ = oceanMat.GetFloat("_WaveCDirectionZ"); 58 | waveDDirectionX = oceanMat.GetFloat("_WaveDDirectionX"); 59 | waveDDirectionZ = oceanMat.GetFloat("_WaveDDirectionZ"); 60 | 61 | 62 | 63 | } 64 | 65 | 66 | 67 | } 68 | 69 | Texture2D ToTexture2D(RenderTexture rTex) 70 | { 71 | Texture2D tex = new Texture2D(rTex.width, rTex.height, TextureFormat.RGB24, false); 72 | // ReadPixels looks at the active RenderTexture. 73 | RenderTexture.active = rTex; 74 | tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0); 75 | //tex.Apply(); 76 | return tex; 77 | } 78 | 79 | 80 | public void ChangeOcean(Material thisWater) 81 | { 82 | oceanMat = thisWater; 83 | SetVariables(); 84 | } 85 | 86 | public float WaterHeightAtPosition(Vector3 position) 87 | { 88 | ripples = WaterData.instance.ripples; 89 | playerPos = WaterData.instance.playerPos; 90 | 91 | //Gerstner waves, waterMat1 92 | //return waterHeight + (GerstnerWaveDisplacement.GetWaveDisplacement(position, steepness, wavelength, speed, directions, ripples, 93 | // playerPos, cameraSize, 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