├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── 6509-normal.png │ ├── 6509-normal.png.meta │ ├── 6510-normal.png │ ├── 6510-normal.png.meta │ ├── Black.png │ ├── Black.png.meta │ ├── Blue.mat │ ├── Blue.mat.meta │ ├── Default Mat.mat │ ├── Default Mat.mat.meta │ ├── Green.mat │ ├── Green.mat.meta │ ├── Ground.terrainlayer │ ├── Ground.terrainlayer.meta │ ├── Ground_Forest_003_normal.jpg │ ├── Ground_Forest_003_normal.jpg.meta │ ├── Ground_grass02_4098_DETAIL2.jpg669423EC-E511-49CC-AE56-A02AC0394A58Large.jpg │ ├── Ground_grass02_4098_DETAIL2.jpg669423EC-E511-49CC-AE56-A02AC0394A58Large.jpg.meta │ ├── Pebble.terrainlayer │ ├── Pebble.terrainlayer.meta │ ├── Pebbles_024_BaseColor.jpg │ ├── Pebbles_024_BaseColor.jpg.meta │ ├── Pebbles_024_Normal.jpg │ ├── Pebbles_024_Normal.jpg.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── Reflection.renderTexture │ ├── Reflection.renderTexture.meta │ ├── Ripple Particle.mat │ ├── Ripple Particle.mat.meta │ ├── Ripple.mat │ ├── Ripple.mat.meta │ ├── Ripple_Normal_Map.png │ ├── Ripple_Normal_Map.png.meta │ ├── Rock.mat │ ├── Rock.mat.meta │ ├── Rock020_1K_Color.png │ ├── Rock020_1K_Color.png.meta │ ├── Sand1.terrainlayer │ ├── Sand1.terrainlayer.meta │ ├── Seamless white black marble noise texture.jpg │ ├── Seamless white black marble noise texture.jpg.meta │ ├── Simple-Rock-2.png │ ├── Simple-Rock-2.png.meta │ ├── Skybox.meta │ ├── Skybox │ │ ├── Cubemaps.meta │ │ ├── Cubemaps │ │ │ ├── daytime.hdr │ │ │ ├── daytime.hdr.meta │ │ │ ├── sunset.hdr │ │ │ └── sunset.hdr.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Skybox_Daytime.mat │ │ │ ├── Skybox_Daytime.mat.meta │ │ │ ├── Skybox_Sunset.mat │ │ │ └── Skybox_Sunset.mat.meta │ │ ├── Scene.meta │ │ └── Scene │ │ │ ├── mainScene.unity │ │ │ ├── mainScene.unity.meta │ │ │ ├── mainSceneSettings.lighting │ │ │ └── mainSceneSettings.lighting.meta │ ├── Skybox_Mat.mat │ ├── Skybox_Mat.mat.meta │ ├── Snow_003_COLOR.jpg │ ├── Snow_003_COLOR.jpg.meta │ ├── Tropical Water.jpg │ ├── Tropical Water.jpg.meta │ ├── Water Effect.renderTexture │ ├── Water Effect.renderTexture.meta │ ├── Water_Normal_Map.png │ ├── Water_Normal_Map.png.meta │ ├── White Spot.png │ ├── White Spot.png.meta │ ├── Yellow.mat │ ├── Yellow.mat.meta │ ├── beach_sand_normal_map.png │ ├── beach_sand_normal_map.png.meta │ ├── beach_sand_texture_by_hhh316_d4hr45u-fullview.jpg │ ├── beach_sand_texture_by_hhh316_d4hr45u-fullview.jpg.meta │ ├── ecf158cd-0144-512x512.jpg │ ├── ecf158cd-0144-512x512.jpg.meta │ ├── grass-terrain-pack-4-3d-model.jpg │ ├── grass-terrain-pack-4-3d-model.jpg.meta │ ├── rocky-mountain-texture-seamless-thumb31.jpg │ ├── rocky-mountain-texture-seamless-thumb31.jpg.meta │ ├── sand-and-pebbles-texture-free.jpg │ ├── sand-and-pebbles-texture-free.jpg.meta │ ├── sand-and-pebbles-texture-free.terrainlayer │ ├── sand-and-pebbles-texture-free.terrainlayer.meta │ ├── sand-pebble-texture-seamless-texture-ground_29332-987.jpg │ ├── sand-pebble-texture-seamless-texture-ground_29332-987.jpg.meta │ ├── sand-texture-sand-high-resolution-84743836.jpg │ ├── sand-texture-sand-high-resolution-84743836.jpg.meta │ ├── sand_9_normal.png │ ├── sand_9_normal.png.meta │ ├── snow-av67285b56870c9e9af9e.jpg │ ├── snow-av67285b56870c9e9af9e.jpg.meta │ ├── vein 5 - 512x512.png │ └── vein 5 - 512x512.png.meta ├── Model.meta ├── Model │ ├── Cliff-C-LOD0.fbx │ ├── Cliff-C-LOD0.fbx.meta │ ├── Cliff-C-LOD1.fbx │ ├── Cliff-C-LOD1.fbx.meta │ ├── Cliff-C.fbx │ ├── Cliff-C.fbx.meta │ ├── Cliff-D-LOD0.fbx │ ├── Cliff-D-LOD0.fbx.meta │ ├── Cliff-D-LOD1.fbx │ ├── Cliff-D-LOD1.fbx.meta │ ├── Cliff-D-LOD2.fbx │ ├── Cliff-D-LOD2.fbx.meta │ ├── Rock9.fbx │ └── Rock9.fbx.meta ├── Modules.meta ├── Modules │ ├── Physics.meta │ └── Physics │ │ ├── DiffractionAndWaveFronts.meta │ │ └── DiffractionAndWaveFronts │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── BallMaterials.meta │ │ └── BallMaterials │ │ │ ├── Blue.mat │ │ │ ├── Blue.mat.meta │ │ │ ├── Green.mat │ │ │ ├── Green.mat.meta │ │ │ ├── Red.mat │ │ │ ├── Red.mat.meta │ │ │ ├── White.mat │ │ │ ├── White.mat.meta │ │ │ ├── Yellow.mat │ │ │ ├── Yellow.mat.meta │ │ │ ├── purple.mat │ │ │ └── purple.mat.meta │ │ ├── Models.meta │ │ ├── Models │ │ ├── Ball.blend │ │ └── Ball.blend.meta │ │ ├── PhysicsMaterial.meta │ │ ├── PhysicsMaterial │ │ ├── BallBouncy.physicMaterial │ │ └── BallBouncy.physicMaterial.meta │ │ ├── Prefabs.meta │ │ └── Prefabs │ │ ├── Ball.prefab │ │ └── Ball.prefab.meta ├── Mountain.meta ├── Mountain │ ├── Mountain.fbx │ ├── Mountain.fbx.meta │ ├── Mountain.mat │ ├── Mountain.mat.meta │ ├── Mountain.shadergraph │ └── Mountain.shadergraph.meta ├── New Terrain.asset ├── New Terrain.asset.meta ├── NewLayer.terrainlayer ├── NewLayer.terrainlayer.meta ├── ParticleSystem.preset ├── ParticleSystem.preset.meta ├── Perfabs.meta ├── Perfabs │ ├── Ripple Particles.prefab │ ├── Ripple Particles.prefab.meta │ ├── Water.prefab │ └── Water.prefab.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── Stage.meta │ ├── Stage.unity │ ├── Stage.unity.meta │ └── Stage │ │ ├── Underwater Profile.asset │ │ └── Underwater Profile.asset.meta ├── Scripts.meta ├── Scripts │ ├── NewGorillaLocomotionScripts.meta │ ├── NewGorillaLocomotionScripts │ │ ├── Player.cs │ │ ├── Player.cs.meta │ │ ├── Surface.cs │ │ └── Surface.cs.meta │ ├── Player.cs │ ├── Player.cs.meta │ ├── RippleEffect.cs │ ├── RippleEffect.cs.meta │ ├── SimpleCameraController.cs │ └── SimpleCameraController.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── Shader.meta ├── Shader │ ├── Add.shader │ ├── Add.shader.meta │ ├── Caustics.mat │ ├── Caustics.mat.meta │ ├── Caustics.shadergraph │ ├── Caustics.shadergraph.meta │ ├── LowResNormalFromHeight.shadersubgraph │ ├── LowResNormalFromHeight.shadersubgraph.meta │ ├── My Water.mat │ ├── My Water.mat.meta │ ├── NoiseShader.meta │ ├── NoiseShader │ │ ├── HLSL.meta │ │ ├── HLSL │ │ │ ├── BCCNoise4.hlsl │ │ │ ├── BCCNoise4.hlsl.meta │ │ │ ├── BCCNoise8.hlsl │ │ │ ├── BCCNoise8.hlsl.meta │ │ │ ├── ClassicNoise2D.hlsl │ │ │ ├── ClassicNoise2D.hlsl.meta │ │ │ ├── ClassicNoise3D.hlsl │ │ │ ├── ClassicNoise3D.hlsl.meta │ │ │ ├── NoiseUtils.hlsl │ │ │ ├── NoiseUtils.hlsl.meta │ │ │ ├── SimplexNoise2D.hlsl │ │ │ ├── SimplexNoise2D.hlsl.meta │ │ │ ├── SimplexNoise3D.hlsl │ │ │ ├── SimplexNoise3D.hlsl.meta │ │ │ ├── Voronoi2D.hlsl │ │ │ ├── Voronoi2D.hlsl.meta │ │ │ ├── Voronoi3D.hlsl │ │ │ ├── Voronoi3D.hlsl.meta │ │ │ ├── Voronoi4D.hlsl │ │ │ ├── Voronoi4D.hlsl.meta │ │ │ ├── WhiteNoise2D.hlsl │ │ │ ├── WhiteNoise2D.hlsl.meta │ │ │ ├── WhiteNoise3D.hlsl │ │ │ └── WhiteNoise3D.hlsl.meta │ │ ├── README.md │ │ └── README.md.meta │ ├── Ripple test.mat │ ├── Ripple test.mat.meta │ ├── Ripple test.shadergraph │ ├── Ripple test.shadergraph.meta │ ├── RippleShader.shader │ ├── RippleShader.shader.meta │ ├── Rock01.mat │ ├── Rock01.mat.meta │ ├── Subgraphs.meta │ ├── Subgraphs │ │ ├── Perlin noise 2D periodic.shadersubgraph │ │ ├── Perlin noise 2D periodic.shadersubgraph.meta │ │ ├── Perlin noise 2D.shadersubgraph │ │ ├── Perlin noise 2D.shadersubgraph.meta │ │ ├── Perlin noise 3D periodic.shadersubgraph │ │ ├── Perlin noise 3D periodic.shadersubgraph.meta │ │ ├── Perlin noise 3D.shadersubgraph │ │ ├── Perlin noise 3D.shadersubgraph.meta │ │ ├── Simplex noise 2D gradient.shadersubgraph │ │ ├── Simplex noise 2D gradient.shadersubgraph.meta │ │ ├── Simplex noise 2D.shadersubgraph │ │ ├── Simplex noise 2D.shadersubgraph.meta │ │ ├── Simplex noise 3D gradient.shadersubgraph │ │ ├── Simplex noise 3D gradient.shadersubgraph.meta │ │ ├── Simplex noise 3D.shadersubgraph │ │ ├── Simplex noise 3D.shadersubgraph.meta │ │ ├── Voronoi noise 2D.shadersubgraph │ │ ├── Voronoi noise 2D.shadersubgraph.meta │ │ ├── Voronoi noise 3D.shadersubgraph │ │ ├── Voronoi noise 3D.shadersubgraph.meta │ │ ├── Voronoi noise 4D.shadersubgraph │ │ ├── Voronoi noise 4D.shadersubgraph.meta │ │ ├── Voronoi precise noise 2D.shadersubgraph │ │ ├── Voronoi precise noise 2D.shadersubgraph.meta │ │ ├── Voronoi precise noise 3D.shadersubgraph │ │ ├── Voronoi precise noise 3D.shadersubgraph.meta │ │ ├── Voronoi precise noise 4D.shadersubgraph │ │ ├── Voronoi precise noise 4D.shadersubgraph.meta │ │ ├── White noise 2D.shadersubgraph │ │ ├── White noise 2D.shadersubgraph.meta │ │ ├── White noise 3D.shadersubgraph │ │ └── White noise 3D.shadersubgraph.meta │ ├── TriplanarUV.shadergraph │ ├── TriplanarUV.shadergraph.meta │ ├── Underwater Depth Fade.mat │ ├── Underwater Depth Fade.mat.meta │ ├── Underwater Depth Fade.shadergraph │ ├── Underwater Depth Fade.shadergraph.meta │ ├── Water Fog.mat │ ├── Water Fog.mat.meta │ ├── Water Fog.shadergraph │ ├── Water Fog.shadergraph.meta │ ├── Water Material.mat │ ├── Water Material.mat.meta │ ├── Water Shader.shadergraph │ ├── Water Shader.shadergraph.meta │ ├── WaveWater.mat │ ├── WaveWater.mat.meta │ ├── WaveWater.shadergraph │ └── WaveWater.shadergraph.meta ├── Textures.meta ├── Textures │ ├── Ripple RT.renderTexture │ ├── Ripple RT.renderTexture.meta │ ├── Ripple Render Texture.renderTexture │ ├── Ripple Render Texture.renderTexture.meta │ ├── Tropical Water.jpg │ └── Tropical Water.jpg.meta ├── WaveformProvider.meta └── WaveformProvider │ ├── Sample.meta │ └── Sample │ ├── Script.meta │ ├── Texture.meta │ └── Texture │ ├── WaveInput.png │ └── WaveInput.png.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── boot.config ├── README.md ├── README.md.meta ├── unity-interactive-water-test.gif ├── unity-interactive-water-test.gif.meta ├── water-shader.png └── water-shader.png.meta /.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/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | .idea/ 29 | 30 | # Gradle cache directory 31 | .gradle/ 32 | 33 | # Autogenerated VS/MD/Consulo solution and project files 34 | ExportedObj/ 35 | .consulo/ 36 | *.csproj 37 | *.unityproj 38 | *.sln 39 | *.suo 40 | *.tmp 41 | *.user 42 | *.userprefs 43 | *.pidb 44 | *.booproj 45 | *.svd 46 | *.pdb 47 | *.mdb 48 | *.opendb 49 | *.VC.db 50 | 51 | # Unity3D generated meta files 52 | *.pidb.meta 53 | *.pdb.meta 54 | *.mdb.meta 55 | 56 | # Unity3D generated file on crash reports 57 | sysinfo.txt 58 | 59 | # Builds 60 | *.apk 61 | *.aab 62 | *.unitypackage 63 | *.app 64 | 65 | # Crashlytics generated file 66 | crashlytics-build.properties 67 | 68 | # Packed Addressables 69 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 70 | 71 | # Temporary auto-generated Android Assets 72 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 73 | /[Aa]ssets/[Ss]treamingAssets/aa/* 74 | -------------------------------------------------------------------------------- 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/Assets/Scripts/NewGorillaLocomotionScripts/Surface.cs: -------------------------------------------------------------------------------- 1 | namespace GorillaLocomotion 2 | { 3 | using UnityEngine; 4 | 5 | public class Surface : MonoBehaviour 6 | { 7 | public float slipPercentage; 8 | } 9 | } -------------------------------------------------------------------------------- /Assets/Scripts/NewGorillaLocomotionScripts/Surface.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a3df7b827ee74f4d9fed6bcc24726ba 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/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dec7fb2b4e8bafb41ae031d52ca649f3 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/RippleEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | public class RippleEffect : MonoBehaviour 7 | { 8 | public int TextureSize = 512; 9 | public RenderTexture ObjectsRT; 10 | private RenderTexture CurrRT, PrevRT, TempRT; 11 | public Shader RippleShader, AddShader; 12 | private Material RippleMat, AddMat; 13 | // Start is called before the first frame update 14 | void Start() 15 | { 16 | //Creating render textures and materials 17 | CurrRT = new RenderTexture(TextureSize, TextureSize, 0, RenderTextureFormat.RFloat); 18 | PrevRT = new RenderTexture(TextureSize, TextureSize, 0, RenderTextureFormat.RFloat); 19 | TempRT = new RenderTexture(TextureSize, TextureSize, 0, RenderTextureFormat.RFloat); 20 | RippleMat = new Material(RippleShader); 21 | AddMat = new Material(AddShader); 22 | 23 | //Change the texture in the material of this object to the render texture calculated by the ripple shader. 24 | GetComponent().material.SetTexture("_RippleTex", CurrRT); 25 | 26 | StartCoroutine(ripples()); 27 | } 28 | 29 | // Update is called once per frame 30 | IEnumerator ripples() 31 | { 32 | //Copy the result of blending the render textures to TempRT. 33 | AddMat.SetTexture("_ObjectsRT", ObjectsRT); 34 | AddMat.SetTexture("_CurrentRT", CurrRT); 35 | Graphics.Blit(null, TempRT, AddMat); 36 | 37 | RenderTexture rt0 = TempRT; 38 | TempRT = CurrRT; 39 | CurrRT = rt0; 40 | 41 | //Calculate the ripple animation using ripple shader. 42 | 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-------------------------------------------------------------------------------- /Assets/Shader/NoiseShader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97af2f22f690feb4b8aebe53b5a99071 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e90a316f9592fc4b894c06eb3b38ce6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/BCCNoise4.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dcc7068597d092d47aeb35345c7bddb1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/BCCNoise8.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2515ca635f327c84789f8d4dd47a25a0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/ClassicNoise2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 27be27981479af945a6967f1b23574f8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/ClassicNoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ecc0749a90a1b1c4cb335134906003ce 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/NoiseUtils.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef _INCLUDE_NOISEUTILS_ 2 | #define _INCLUDE_NOISEUTILS_ 3 | 4 | 5 | float4 mod(float4 x, float4 y) 6 | { 7 | return x - y * floor(x / y); 8 | } 9 | 10 | float3 mod(float3 x, float3 y) 11 | { 12 | return x - y * floor(x / y); 13 | } 14 | 15 | float2 mod289(float2 x) 16 | { 17 | return x - floor(x / 289.0) * 289.0; 18 | } 19 | 20 | float3 mod289(float3 x) 21 | { 22 | return x - floor(x / 289.0) * 289.0; 23 | } 24 | 25 | float4 mod289(float4 x) 26 | { 27 | return x - floor(x / 289.0) * 289.0; 28 | } 29 | 30 | float4 permute(float4 x) 31 | { 32 | return mod289(((x*34.0)+1.0)*x); 33 | } 34 | 35 | float3 permute(float3 x) 36 | { 37 | return mod289((x * 34.0 + 1.0) * x); 38 | } 39 | 40 | float4 taylorInvSqrt(float4 r) 41 | { 42 | return (float4)1.79284291400159 - r * 0.85373472095314; 43 | } 44 | 45 | float3 taylorInvSqrt(float3 r) 46 | { 47 | return 1.79284291400159 - 0.85373472095314 * r; 48 | } 49 | 50 | float3 fade(float3 t) { 51 | return t*t*t*(t*(t*6.0-15.0)+10.0); 52 | } 53 | 54 | float2 fade(float2 t) { 55 | return t*t*t*(t*(t*6.0-15.0)+10.0); 56 | } 57 | 58 | 59 | float rand3dTo1d(float3 value, float3 dotDir = float3(12.9898, 78.233, 37.719)){ 60 | //make value smaller to avoid artefacts 61 | float3 smallValue = sin(value); 62 | //get scalar value from 3d vector 63 | float random = dot(smallValue, dotDir); 64 | //make value more random by making it bigger and then taking the factional part 65 | random = frac(sin(random) * 143758.5453); 66 | return random; 67 | } 68 | 69 | float rand2dTo1d(float2 value, float2 dotDir = float2(12.9898, 78.233)){ 70 | float2 smallValue = sin(value); 71 | float random = dot(smallValue, dotDir); 72 | random = frac(sin(random) * 143758.5453); 73 | return random; 74 | } 75 | 76 | float rand1dTo1d(float3 value, float mutator = 0.546){ 77 | float random = frac(sin(value + mutator) * 143758.5453); 78 | return random; 79 | } 80 | 81 | //to 2d functions 82 | 83 | float2 rand3dTo2d(float3 value){ 84 | return float2( 85 | rand3dTo1d(value, float3(12.989, 78.233, 37.719)), 86 | rand3dTo1d(value, float3(39.346, 11.135, 83.155)) 87 | ); 88 | } 89 | 90 | float2 rand2dTo2d(float2 value){ 91 | return float2( 92 | rand2dTo1d(value, float2(12.989, 78.233)), 93 | rand2dTo1d(value, float2(39.346, 11.135)) 94 | ); 95 | } 96 | 97 | float2 rand1dTo2d(float value){ 98 | return float2( 99 | rand2dTo1d(value, 3.9812), 100 | rand2dTo1d(value, 7.1536) 101 | ); 102 | } 103 | 104 | //to 3d functions 105 | 106 | float3 rand3dTo3d(float3 value){ 107 | return float3( 108 | rand3dTo1d(value, float3(12.989, 78.233, 37.719)), 109 | rand3dTo1d(value, float3(39.346, 11.135, 83.155)), 110 | rand3dTo1d(value, float3(73.156, 52.235, 09.151)) 111 | ); 112 | } 113 | 114 | float3 rand2dTo3d(float2 value){ 115 | return float3( 116 | rand2dTo1d(value, float2(12.989, 78.233)), 117 | rand2dTo1d(value, float2(39.346, 11.135)), 118 | rand2dTo1d(value, float2(73.156, 52.235)) 119 | ); 120 | } 121 | 122 | float3 rand1dTo3d(float value){ 123 | return float3( 124 | rand1dTo1d(value, 3.9812), 125 | rand1dTo1d(value, 7.1536), 126 | rand1dTo1d(value, 5.7241) 127 | ); 128 | } 129 | 130 | #endif -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/NoiseUtils.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 42163234b2afc194bad4d12ed5128fc6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/SimplexNoise2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90fba706849d5ab468bf70a3aa82d53d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/SimplexNoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fd0149dd7b4e9a34a83b6ed4ad8b71b9 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/Voronoi2D.hlsl: -------------------------------------------------------------------------------- 1 | inline float2 voronoi_noise_randomVector (float2 UV, float offset){ 2 | float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); 3 | UV = frac(sin(mul(UV, m)) * 46839.32); 4 | return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); 5 | } 6 | 7 | void VoronoiPrecise2D_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 8 | float2 g = floor(UV * CellDensity); 9 | float2 f = frac(UV * CellDensity); 10 | float2 res = float2(8.0, 8.0); 11 | float2 ml = float2(0,0); 12 | float2 mv = float2(0,0); 13 | 14 | for(int y=-1; y<=1; y++){ 15 | for(int x=-1; x<=1; x++){ 16 | float2 lattice = float2(x, y); 17 | float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 18 | float2 v = lattice + offset - f; 19 | float d = dot(v, v); 20 | 21 | if(d < res.x){ 22 | res.x = d; 23 | res.y = offset.x; 24 | mv = v; 25 | ml = lattice; 26 | } 27 | } 28 | } 29 | 30 | Cells = res.y; 31 | 32 | res = float2(8.0, 8.0); 33 | for(int y1=-2; y1<=2; y1++){ 34 | for(int x1=-2; x1<=2; x1++){ 35 | float2 lattice = ml + float2(x1, y1); 36 | float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 37 | float2 v = lattice + offset - f; 38 | 39 | float2 cellDifference = abs(ml - lattice); 40 | if (cellDifference.x + cellDifference.y > 0.1){ 41 | float d = dot(0.5*(mv+v), normalize(v-mv)); 42 | res.x = min(res.x, d); 43 | } 44 | } 45 | } 46 | 47 | Out = res.x; 48 | } 49 | 50 | void Voronoi2D_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 51 | float2 g = floor(UV * CellDensity); 52 | float2 f = frac(UV * CellDensity); 53 | float3 res = float3(8.0, 8.0, 8.0); 54 | 55 | for(int y=-1; y<=1; y++){ 56 | for(int x=-1; x<=1; x++){ 57 | float2 lattice = float2(x, y); 58 | float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 59 | float2 v = lattice + offset - f; 60 | float d = dot(v, v); 61 | 62 | if(d < res.x){ 63 | res.y = res.x; 64 | res.x = d; 65 | res.z = offset.x; 66 | }else if (d < res.y){ 67 | res.y = d; 68 | } 69 | } 70 | } 71 | 72 | Out = res.x; 73 | Cells = res.z; 74 | } -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/Voronoi2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca3c463c15e25d044a90fb7af349bfec 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/Voronoi3D.hlsl: -------------------------------------------------------------------------------- 1 | inline float3 voronoi_noise_randomVector (float3 UV, float offset){ 2 | float3x3 m = float3x3(15.27, 47.63, 99.41, 89.98, 95.07, 38.39, 33.83, 51.06, 60.77); 3 | UV = frac(sin(mul(UV, m)) * 46839.32); 4 | return float3(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5, sin(UV.z*offset)*0.5+0.5); 5 | } 6 | 7 | void VoronoiPrecise3D_float(float3 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 8 | float3 g = floor(UV * CellDensity); 9 | float3 f = frac(UV * CellDensity); 10 | float2 res = float2(8.0, 8.0); 11 | float3 ml = float3(0,0,0); 12 | float3 mv = float3(0,0,0); 13 | 14 | for(int y=-1; y<=1; y++){ 15 | for(int x=-1; x<=1; x++){ 16 | for(int z=-1; z<=1; z++){ 17 | float3 lattice = float3(x, y, z); 18 | float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 19 | float3 v = lattice + offset - f; 20 | float d = dot(v, v); 21 | 22 | if(d < res.x){ 23 | res.x = d; 24 | res.y = offset.x; 25 | mv = v; 26 | ml = lattice; 27 | } 28 | } 29 | } 30 | } 31 | 32 | Cells = res.y; 33 | 34 | res = float2(8.0, 8.0); 35 | for(int y1=-2; y1<=2; y1++){ 36 | for(int x1=-2; x1<=2; x1++){ 37 | for(int z1=-2; z1<=2; z1++){ 38 | float3 lattice = ml + float3(x1, y1, z1); 39 | float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 40 | float3 v = lattice + offset - f; 41 | 42 | float3 cellDifference = abs(ml - lattice); 43 | if (cellDifference.x + cellDifference.y + cellDifference.z > 0.1){ 44 | float d = dot(0.5*(mv+v), normalize(v-mv)); 45 | res.x = min(res.x, d); 46 | } 47 | } 48 | } 49 | } 50 | 51 | Out = res.x; 52 | } 53 | 54 | void Voronoi3D_float(float3 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 55 | float3 g = floor(UV * CellDensity); 56 | float3 f = frac(UV * CellDensity); 57 | float3 res = float3(8.0, 8.0, 8.0); 58 | 59 | for(int y=-1; y<=1; y++){ 60 | for(int x=-1; x<=1; x++){ 61 | for(int z=-1; z<=1; z++){ 62 | float3 lattice = float3(x, y, z); 63 | float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 64 | float3 v = lattice + offset - f; 65 | float d = dot(v, v); 66 | 67 | if(d < res.x){ 68 | res.y = res.x; 69 | res.x = d; 70 | res.z = offset.x; 71 | }else if (d < res.y){ 72 | res.y = d; 73 | } 74 | } 75 | } 76 | } 77 | 78 | Out = res.x; 79 | Cells = res.z; 80 | } -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/Voronoi3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fa2284ce7a839c44ac36e03ab0db899 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/Voronoi4D.hlsl: -------------------------------------------------------------------------------- 1 | inline float4 voronoi_noise_randomVector (float4 UV, float offset){ 2 | float4x4 m = float4x4(15.27, 47.63, 99.41, 89.98, 95.07, 38.39, 33.83, 51.06, 60.77, 51.15, 92.33, 97.74, 59.93, 42.33, 60.13, 35.72); 3 | UV = frac(sin(mul(UV, m)) * 46839.32); 4 | return float4(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5, sin(UV.z*offset)*0.5+0.5, cos(UV.w*offset)*0.5+0.5); 5 | } 6 | 7 | void VoronoiPrecise4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 8 | float4 g = floor(UV * CellDensity); 9 | float4 f = frac(UV * CellDensity); 10 | float2 res = float2(8.0, 8.0); 11 | float4 ml = float4(0,0,0,0); 12 | float4 mv = float4(0,0,0,0); 13 | 14 | for(int y=-1; y<=1; y++){ 15 | for(int x=-1; x<=1; x++){ 16 | for(int z=-1; z<=1; z++){ 17 | for (int w = -1; w <= 1; w++) { 18 | float4 lattice = float4(x, y, z, w); 19 | float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 20 | float4 v = lattice + offset - f; 21 | float d = dot(v, v); 22 | 23 | if (d < res.x) { 24 | res.x = d; 25 | res.y = offset.x; 26 | mv = v; 27 | ml = lattice; 28 | } 29 | } 30 | } 31 | } 32 | } 33 | 34 | Cells = res.y; 35 | 36 | res = float2(8.0, 8.0); 37 | for(int y1=-2; y1<=2; y1++){ 38 | for(int x1=-2; x1<=2; x1++){ 39 | for(int z1=-2; z1<=2; z1++){ 40 | for (int w1 = -2; w1 <= 2; w1++) { 41 | float4 lattice = ml + float4(x1, y1, z1, w1); 42 | float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 43 | float4 v = lattice + offset - f; 44 | 45 | float4 cellDifference = abs(ml - lattice); 46 | if (cellDifference.x + cellDifference.y + cellDifference.z + cellDifference.w > 0.1) { 47 | float d = dot(0.5 * (mv + v), normalize(v - mv)); 48 | res.x = min(res.x, d); 49 | } 50 | } 51 | } 52 | } 53 | } 54 | 55 | Out = res.x; 56 | } 57 | 58 | void Voronoi4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 59 | float4 g = floor(UV * CellDensity); 60 | float4 f = frac(UV * CellDensity); 61 | float3 res = float3(8.0, 8.0, 8.0); 62 | 63 | for(int y=-1; y<=1; y++){ 64 | for(int x=-1; x<=1; x++){ 65 | for(int z=-1; z<=1; z++){ 66 | for (int w = -1; w <= 1; w++) { 67 | float4 lattice = float4(x, y, z, w); 68 | float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 69 | float4 v = lattice + offset - f; 70 | float d = dot(v, v); 71 | 72 | if (d < res.x) { 73 | res.y = res.x; 74 | res.x = d; 75 | res.z = offset.x; 76 | } 77 | else if (d < res.y) { 78 | res.y = d; 79 | } 80 | } 81 | } 82 | } 83 | } 84 | 85 | Out = res.x; 86 | Cells = res.z; 87 | } -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/Voronoi4D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a9e5634e8bbad242b3129d05ae732e2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/WhiteNoise2D.hlsl: -------------------------------------------------------------------------------- 1 | #include "NoiseUtils.hlsl" 2 | 3 | void WhiteNoise2D_float(float2 input, out float Out) 4 | { 5 | Out = rand2dTo1d(input); 6 | } -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/WhiteNoise2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e8a1c60bb201c444a2deae2da272dee 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/WhiteNoise3D.hlsl: -------------------------------------------------------------------------------- 1 | #include "NoiseUtils.hlsl" 2 | 3 | void WhiteNoise3D_float(float3 input, out float Out) 4 | { 5 | Out = rand3dTo1d(input); 6 | } -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/HLSL/WhiteNoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c13c507b40580d478357289f27d039f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/NoiseShader/README.md: -------------------------------------------------------------------------------- 1 | Noise Shader Library for Unity 2 | ============================== 3 | 4 | This is a Unity shader library that contains several gradient noise functions. 5 | 6 | From webgl-noise written by Stefan Gustavson and Ahima Arts: 7 | 8 | https://github.com/ashima/webgl-noise 9 | 10 | - Classic Perlin noise (2D/3D) 11 | - Periodic Perlin noise (2D/3D) 12 | - Simplex noise (2D/3D) 13 | - Analytical derivatives of simplex noise (2D/3D) 14 | 15 | From K.jpg's SuperSimplex & FastSimplex repository: 16 | 17 | https://github.com/KdotJPG/New-Simplex-Style-Gradient-Noise 18 | 19 | - SuperSimplexNoise (3D) 20 | - FastSimplexStyleNoise (3D) 21 | 22 | The former ones are released under the MIT license, and the latter ones are 23 | public domain (Unlicense). 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Water-Shaders 2 | ![image](https://github.com/Parrot222/Unity-Water-Shaders/blob/main/water-shader.png) 3 | ---------------------------------------------------------------------------------------------- 4 | This repository contains a variety of shaders and models that I have showcased in my YouTube videos. You can download and incorporate them into your own project to experiment and test their effects. Additionally, if any improvements or updates are made to the files, I will ensure to keep the repository updated so that you can always access the latest versions. 5 | 6 | ## How to use it? 7 | 8 | If you want to test these in your project but don't know where to start, there is a video demonstrating the complete installation process. You can follow along with the steps in the video at your own pace. If you encounter any issues, leave a comment below the video or ask me on my Discord for assistance. 9 | 10 | Link: [https://www.youtube.com/channel/UCk40GxGMx3C8ILsCrwSqp0Q ](https://youtu.be/DFwNv1n1Y6Q) 11 | Unity version : URP 2020.3.26f1 12 | Discord : paro456d 13 | 14 | ## Gif Animation 15 | ![image](https://github.com/Parrot222/Unity-Water-Shaders/blob/main/unity-interactive-water-test.gif) 16 | (↑↑ Git Animation ↑↑) 17 | -------------------------------------------------------------------------------- /README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 340e0635a296cb842809deea7323db92 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /unity-interactive-water-test.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Parrot222/Unity-Water-Shaders/ec55027cec6efe8da75c22f24a88548c541408b1/unity-interactive-water-test.gif -------------------------------------------------------------------------------- /water-shader.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Parrot222/Unity-Water-Shaders/ec55027cec6efe8da75c22f24a88548c541408b1/water-shader.png --------------------------------------------------------------------------------