├── .gitignore ├── Assets ├── TiledDirectionalFlow.meta └── TiledDirectionalFlow │ ├── Materials.meta │ ├── Materials │ ├── TiledDirectinalFlow.mat │ └── TiledDirectinalFlow.mat.meta │ ├── Shaders.meta │ ├── Shaders │ ├── TiledDirectinalFlow.shader │ └── TiledDirectinalFlow.shader.meta │ ├── Textures.meta │ ├── Textures │ ├── Skyboxes.meta │ ├── Skyboxes │ │ ├── SkyBox_sunny.cubemap │ │ ├── SkyBox_sunny.cubemap.meta │ │ ├── Sunny1 Skybox.mat │ │ ├── Sunny1 Skybox.mat.meta │ │ ├── Sunny1_back.tif │ │ ├── Sunny1_back.tif.meta │ │ ├── Sunny1_down.tif │ │ ├── Sunny1_down.tif.meta │ │ ├── Sunny1_front.tif │ │ ├── Sunny1_front.tif.meta │ │ ├── Sunny1_left.tif │ │ ├── Sunny1_left.tif.meta │ │ ├── Sunny1_right.tif │ │ ├── Sunny1_right.tif.meta │ │ ├── Sunny1_up.tif │ │ └── Sunny1_up.tif.meta │ ├── hpcvrock.png │ ├── hpcvrock.png.meta │ ├── hpcvwater.psd │ ├── hpcvwater.psd.meta │ ├── w1-2-grey.png │ └── w1-2-grey.png.meta │ ├── TileDirectionalFlow.unity │ └── TileDirectionalFlow.unity.meta ├── LICENSE ├── Media └── TiledDirectionalFlow.jfif ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | ################################################################################ 2 | # This .gitignore file was automatically created by Microsoft(R) Visual Studio. 3 | ################################################################################ 4 | 5 | /UserSettings 6 | /Tiled-Directional-Flow.sln 7 | /Temp 8 | /Packages 9 | /Logs 10 | /Library 11 | /.vs/Tiled-Directional-Flow/v16/TestStore/0 12 | -------------------------------------------------------------------------------- /Assets/TiledDirectionalFlow.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0287f7ce07287b445a04918890e60f55 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/TiledDirectionalFlow/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 39886dfaeca690c4dba065bdb22c5ab3 3 | folderAsset: yes 4 | timeCreated: 1490336500 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TiledDirectionalFlow/Materials/TiledDirectinalFlow.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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Each tile can have its own parameters 11 | // for rotation, scaling, and speed of translation 12 | // To hide the seams between the tiles, all seams have another tile 13 | // centered over the seam. The opacity of the tiles decreases towards the 14 | // edge of the tiles, so the edge isn't visible at all. 15 | // Basically, all points have four tiles (A,B,C and D), mixed together 16 | // (although at the edges the contribution of a tile to this mix is 17 | // reduced to zero). 18 | // The mixing of the tiles each with different parameters gives a nice 19 | // animated look to the water. It is no longer just sliding in one direction, but 20 | // appears to move more like real water. 21 | 22 | // The resulting sum of normalmaps, is used to calculate the refraction of the clouds 23 | // in a cube map and can also be used for other nice effects. In this example the 24 | // colormap of the material under water is distorted to fake some kind of refraction 25 | // (for this example the water is a bit too transparent, but it shows this refraction 26 | // better) 27 | 28 | // A flowmap determines in the red and green channel the normalized direction of the 29 | // flow and in the blue channel wavelength. 30 | // The alpha channel is used for the transparency of the water. Near the edge, the 31 | // water becomes less deep and more transparent. Also near the edge, the waves tend 32 | // to be smaller, so the same alpha channel also scales the height of the waves. 33 | // Currently the wavelength is in its own channel (blue), but could be premultiplied 34 | // to the red and green channels. This makes this channel available for changing the 35 | // speed of the waves per tile. 36 | 37 | 38 | // Further improvements 39 | // Besides the obvious improvements mentioned in the code (such as premultiplying 40 | // the direction of the waves with the scale, or moving the texscale multiplication 41 | // to the texture coordinates), one could get rid of tiling in this code and pass it 42 | // tiled geometry. This way the whole lookup of the flowmap (which is constant over 43 | // each tile) could be moved to the vertexshader, removing the the construction of 44 | // the flow rotation matrix. As this is done 4 times per pixel, it might give a big 45 | // performance boost (one does need to pass on 4 constant matrices to the fragment 46 | // shader, which will cost you a bit of performance). 47 | // 48 | ////////////////////////////////////////////////////////////////////////////////// 49 | // This software is Creditware: 50 | // 51 | // you can do whatever you want with this shader except claiming rights 52 | // you may sell it, but you cannot prevent others from selling it, giving it away 53 | // or use it as they please. 54 | // 55 | // Having said that, it would be nice if you gave me some credit for it, when you 56 | // use it. 57 | // 58 | // Frans van Hoesel, (c) 2010 59 | ////////////////////////////////////////////////////////////////////////////////// 60 | 61 | 62 | // movie at youtube: http://www.youtube.com/watch?v=TeSuNYvXAiA?hd=1 (in Germany this is blocked by youtube) 63 | // making of at http://www.youtube.com/watch?v=wdcvPegJ1lw&hd=1 (works even in Germany) 64 | 65 | // Thanks to Bart Campman, Pjotr Svetachov and Martijn Kragtwijk for their help. 66 | 67 | Shader "TiledDirectionalFlow/Water" 68 | { 69 | Properties 70 | { 71 | _MainTex ("Base (RGB)", 2D) = "white" {} 72 | _FlowMap ("Flow", 2D) = "red" {} 73 | _WaterNormalMap("Water normal", 2D) = "blue" {} 74 | _SkyBox("SkyBox", CUBE) = "" {} 75 | _FlowSpeed("Flow speed", float) = 1.0 76 | _FlowTileScale("Flow tile scale", float) = 35.0 77 | _NormalTileScale("Normal tile scale", float) = 10.0 78 | } 79 | SubShader 80 | { 81 | Tags { "RenderType"="Opaque" } 82 | LOD 200 83 | 84 | CGPROGRAM 85 | #pragma surface surf Lambert 86 | #pragma target 3.0 87 | 88 | sampler2D _MainTex, _FlowMap, _WaterNormalMap; 89 | samplerCUBE _SkyBox; 90 | float _FlowSpeed, _FlowTileScale, _NormalTileScale; 91 | 92 | struct Input 93 | { 94 | float2 uv_MainTex; 95 | float2 uv_FlowMap; 96 | float2 uv_WaterNormalMap; 97 | float3 viewDir; 98 | }; 99 | 100 | void surf (Input IN, inout SurfaceOutput o) 101 | { 102 | 103 | // texScale determines the amount of tiles generated. 104 | float texScale = _FlowTileScale; 105 | // texScale2 determines the repeat of the water texture (the normalmap) itself 106 | float texScale2 = _NormalTileScale; 107 | float myangle; 108 | float transp; 109 | float3 myNormal; 110 | 111 | float2 mytexFlowCoord = IN.uv_FlowMap * texScale; 112 | // ff is the factor that blends the tiles. 113 | float2 ff = abs(2.0*(frac(mytexFlowCoord)) - 1.0) -0.5; 114 | // take a third power, to make the area with more or less equal contribution 115 | // of more tile bigger 116 | ff = 0.5-4.0*ff*ff*ff; 117 | // ffscale is a scaling factor that compensates for the effect that 118 | // adding normal vectors together tends to get them closer to the average normal 119 | // which is a visible effect. For more or less random waves, this factor 120 | // compensates for it 121 | float2 ffscale = sqrt(ff*ff + (1-ff)*(1-ff)); 122 | float2 Tcoord = IN.uv_WaterNormalMap * texScale2; 123 | 124 | // offset makes the water move 125 | float2 _offset = float2(_Time.x * _FlowSpeed,0); 126 | 127 | // I scale the texFlowCoord and floor the value to create the tiling 128 | // This could have be replace by an extremely lo-res texture lookup 129 | // using NEAREST pixel. 130 | float3 flow = tex2D(_FlowMap, floor(mytexFlowCoord)/ texScale).rgb; 131 | 132 | // flowdir is supposed to go from -1 to 1 and the line below 133 | // used to be sample.xy * 2.0 - 1.0, but saves a multiply by 134 | // moving this factor two to the sample.b 135 | float2 flowdir = flow.xy -0.5; 136 | 137 | // sample.b is used for the inverse length of the wave 138 | // could be premultiplied in sample.xy, but this is easier for editing flowtexture 139 | flowdir *= flow.b; 140 | 141 | // build the rotation matrix that scales and rotates the complete tile 142 | float2x2 rotmat = float2x2(flowdir.x, -flowdir.y, flowdir.y ,flowdir.x); 143 | 144 | // this is the normal for tile A 145 | float2 NormalT0 = tex2D(_WaterNormalMap, mul(rotmat, Tcoord) - _offset).rg; 146 | 147 | // for the next tile (B) I shift by half the tile size in the x-direction 148 | flow = tex2D( _FlowMap, floor((mytexFlowCoord + float2(0.5,0)))/ texScale ).rgb; 149 | 150 | flowdir = flow.b * (flow.xy - 0.5); 151 | rotmat = float2x2(flowdir.x, -flowdir.y, flowdir.y ,flowdir.x); 152 | // and the normal for tile B... 153 | // multiply the offset by some number close to 1 to give it a different speed 154 | // The result is that after blending the water starts to animate and look 155 | // realistic, instead of just sliding in some direction. 156 | // This is also why I took the third power of ff above, so the area where the 157 | // water animates is as big as possible 158 | // adding a small arbitrary constant isn't really needed, but helps to show 159 | // a bit less tiling in the beginning of the program. After a few seconds, the 160 | // tiling cannot be seen anymore so this constant could be removed. 161 | // For the quick demo I leave them in. In a simulation that keeps running for 162 | // some time, you could just as well remove these small constant offsets 163 | float2 NormalT1 = tex2D(_WaterNormalMap, mul(rotmat, Tcoord) - _offset*1.06+0.62).rg ; 164 | 165 | // blend them together using the ff factor 166 | // use ff.x because this tile is shifted in the x-direction 167 | float2 NormalTAB = ff.x * NormalT0 + (1.0-ff.x) * NormalT1; 168 | 169 | // the scaling of NormalTab and NormalTCD is moved to a single scale of 170 | // NormalT later in the program, which is mathematically identical to 171 | // NormalTAB = (NormalTAB - 0.5) / ffscale.x + 0.5; 172 | 173 | // tile C is shifted in the y-direction 174 | flow = tex2D( _FlowMap, floor((mytexFlowCoord + float2(0.0,0.5)))/ texScale ).rgb; 175 | 176 | flowdir = flow.b * (flow.xy - 0.5); 177 | rotmat = float2x2(flowdir.x, -flowdir.y, flowdir.y ,flowdir.x); 178 | NormalT0 = tex2D(_WaterNormalMap, mul(rotmat, Tcoord) - _offset*1.33+0.27).rg; 179 | 180 | // tile D is shifted in both x- and y-direction 181 | flow = tex2D( _FlowMap, floor((mytexFlowCoord + float2(0.5,0.5)))/ texScale ).rgb; 182 | 183 | flowdir = flow.b * (flow.xy - 0.5); 184 | rotmat = float2x2(flowdir.x, -flowdir.y, flowdir.y ,flowdir.x); 185 | NormalT1 = tex2D(_WaterNormalMap, mul(rotmat, Tcoord) - _offset*1.24).rg ; 186 | 187 | float2 NormalTCD = ff.x * NormalT0 + (1.0-ff.x) * NormalT1; 188 | // NormalTCD = (NormalTCD - 0.5) / ffscale.x + 0.5; 189 | 190 | // now blend the two values together 191 | float2 NormalT = ff.y * NormalTAB + (1.0-ff.y) * NormalTCD; 192 | 193 | // this line below used to be here for scaling the result 194 | //NormalT = (NormalT - 0.5) / ffscale.y + 0.5; 195 | 196 | // below the new, direct scaling of NormalT 197 | NormalT = (NormalT - 0.5) / (ffscale.y * ffscale.x); 198 | // scaling by 0.3 is arbritrary, and could be done by just 199 | // changing the values in the normal map 200 | // without this factor, the waves look very strong 201 | NormalT *= 0.3; 202 | 203 | // to make the water more transparent 204 | transp = tex2D( _FlowMap, IN.uv_FlowMap ).a; 205 | // and scale the normals with the transparency 206 | NormalT *= transp*transp; 207 | 208 | // assume normal of plane is 0,0,1 and produce the normalized sum of adding NormalT to it 209 | myNormal = float3(NormalT,sqrt(1-NormalT.x*NormalT.x - NormalT.y*NormalT.y)); 210 | 211 | float3 reflectDir = reflect(IN.viewDir, myNormal); 212 | float3 envColor = texCUBE(_SkyBox, reflectDir).rgb; 213 | 214 | // very ugly version of fresnel effect 215 | // but it gives a nice transparent water, but not too transparent 216 | myangle = dot(myNormal,normalize(IN.viewDir)); 217 | myangle = 0.95-0.6*myangle*myangle; 218 | 219 | // blend in the color of the plane below the water 220 | 221 | // add in a little distortion of the colormap for the effect of a refracted 222 | // view of the image below the surface. 223 | // (this isn't really tested, just a last minute addition 224 | // and perhaps should be coded differently 225 | 226 | // the correct way, would be to use the refract routine, use the alpha channel for depth of 227 | // the water (and make the water disappear when depth = 0), add some watercolor to the colormap 228 | // depending on the depth, and use the calculated refractdir and the depth to find the right 229 | // pixel in the colormap.... who knows, something for the next version 230 | float4 base = tex2D(_MainTex, IN.uv_MainTex + myNormal.xy/texScale2*0.03*transp); 231 | 232 | base = float4(lerp(base.rgb,envColor,myangle*transp),1.0 ); 233 | 234 | // note that smaller waves appear to move slower than bigger waves 235 | // one could use the tiles and give each tile a different speed if that 236 | // is what you want 237 | 238 | o.Albedo = base.rgb; 239 | o.Alpha = base.a; 240 | 241 | 242 | 243 | 244 | } 245 | ENDCG 246 | } 247 | FallBack "Diffuse" 248 | } 249 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b6b3234cbafe9e46a8fe57fc8693665 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Justin 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 | 23 | ////////////////////////////////////////////////////////////////////////////////// 24 | // This software is Creditware: 25 | // 26 | // you can do whatever you want with this shader except claiming rights 27 | // you may sell it, but you cannot prevent others from selling it, giving it away 28 | // or use it as they please. 29 | // 30 | // Having said that, it would be nice if you gave me some credit for it, when you 31 | // use it. 32 | // 33 | // Frans van Hoesel, (c) 2010 34 | ////////////////////////////////////////////////////////////////////////////////// 35 | -------------------------------------------------------------------------------- /Media/TiledDirectionalFlow.jfif: 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Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Tiled-Directional-Flow 2 | 3 | This project is a Unity version of the tiled directional flow project found [here](http://www.rug.nl/society-business/centre-for-information-technology/research/hpcv/publications/watershader/). 4 | 5 | The idea behind this project is to provide a method to control the direction water flows based on a flow map. The flow map (also know as a velocity map) is simply a texture with the red and green components representing the flow direction normalized to a range of 0 - 1. The shader then divides space into a series of squares where the waters normal direction is determined by the flow map. This is done four times, each with a different offset and the results blended together to remove any seams. 6 | 7 | Creating the flow map could be a bit of a hassle. It would be best done using a fluid simulation and some 3D modelling programs can do this for you. You could also paint it by hand in Photoshop but this could be quite hard. 8 | 9 | At the moment the shader is just applied to a flat plane and viewed from above so the effect can be seen best. Moving this to a terrain shader would be relatively trivial if that is what you need. 10 | 11 | ![Tiled Directional Flow](./Media/TiledDirectionalFlow.jfif) 12 | 13 | List of water projects. 14 | 15 | [Ceto](https://github.com/Scrawk/Ceto)\ 16 | [Phillips ocean.](https://github.com/Scrawk/Phillips-Ocean)\ 17 | [Brunetons Ocean.](https://github.com/Scrawk/Brunetons-Ocean)\ 18 | [Tiled-directional flow.](https://github.com/Scrawk/Tiled-Directional-Flow)\ 19 | [PBD Fluid sim.](https://github.com/Scrawk/PBD-Fluid-in-Unity) 20 | --------------------------------------------------------------------------------