├── .github └── FUNDING.yml ├── .gitattributes ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── QualitySettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── GraphicsSettings.asset ├── Assets ├── #NVJOB Advanced Water Shaders │ ├── Examples Water │ │ ├── Prefabs │ │ │ ├── Plane.fbx │ │ │ ├── Water Specular.prefab.meta │ │ │ ├── Water Surface.prefab.meta │ │ │ ├── Water Specular Mirror.prefab.meta │ │ │ ├── Water Surface Mirror.prefab.meta │ │ │ ├── Plane.fbx.meta │ │ │ ├── Water Surface.prefab │ │ │ ├── Water Specular.prefab │ │ │ ├── Water Surface Mirror.prefab │ │ │ └── Water Specular Mirror.prefab │ │ ├── Materials │ │ │ ├── Textures │ │ │ │ ├── Water A 1.png │ │ │ │ ├── Water N 0.png │ │ │ │ ├── Water N 1.png │ │ │ │ ├── Cubemap.cubemap.meta │ │ │ │ ├── Water A 1.png.meta │ │ │ │ ├── Water N 0.png.meta │ │ │ │ └── Water N 1.png.meta │ │ │ ├── Textures.meta │ │ │ ├── Water Surface.mat.meta │ │ │ ├── Water Specular.mat.meta │ │ │ ├── Water Specular Mirror 1.mat.meta │ │ │ ├── Water Specular Mirror.mat.meta │ │ │ ├── Water Surface Mirror 1.mat.meta │ │ │ └── Water Surface Mirror.mat.meta │ │ ├── Prefabs.meta │ │ └── Materials.meta │ ├── Example Scenes │ │ ├── Environment │ │ │ ├── Sound │ │ │ │ ├── Sound.ogg │ │ │ │ └── Sound.ogg.meta │ │ │ ├── Flag │ │ │ │ ├── Models │ │ │ │ │ ├── Flag.fbx │ │ │ │ │ └── Flag.fbx.meta │ │ │ │ ├── Materials │ │ │ │ │ ├── Flag.png │ │ │ │ │ ├── Flag 0.mat.meta │ │ │ │ │ ├── Flag 1.mat.meta │ │ │ │ │ ├── Flag.shader.meta │ │ │ │ │ ├── Flag.shader │ │ │ │ │ ├── Flag 0.mat │ │ │ │ │ └── Flag 1.mat │ │ │ │ ├── Flag (Wind Example).prefab.meta │ │ │ │ ├── Materials.meta │ │ │ │ └── Models.meta │ │ │ ├── Particles │ │ │ │ ├── Particle.png │ │ │ │ ├── Particle 1.mat.meta │ │ │ │ ├── Particle 2.mat.meta │ │ │ │ ├── Particle 1.mat │ │ │ │ ├── Particle 2.mat │ │ │ │ └── Particle.png.meta │ │ │ ├── Tower │ │ │ │ ├── Models │ │ │ │ │ ├── Tower.fbx │ │ │ │ │ ├── Tower 2.fbx │ │ │ │ │ ├── Tower 2.fbx.meta │ │ │ │ │ └── Tower.fbx.meta │ │ │ │ ├── Materials │ │ │ │ │ ├── 1 │ │ │ │ │ │ ├── Tower 1.mat.meta │ │ │ │ │ │ ├── Tower 2.mat.meta │ │ │ │ │ │ ├── Tower 3.mat.meta │ │ │ │ │ │ ├── Tower 4.mat.meta │ │ │ │ │ │ ├── Tower.mat.meta │ │ │ │ │ │ ├── Tower 1.mat │ │ │ │ │ │ ├── Tower.mat │ │ │ │ │ │ ├── Tower 3.mat │ │ │ │ │ │ ├── Tower 4.mat │ │ │ │ │ │ └── Tower 2.mat │ │ │ │ │ ├── 2 │ │ │ │ │ │ ├── Tower 2.mat.meta │ │ │ │ │ │ ├── Tower 4.mat.meta │ │ │ │ │ │ ├── Tower 4.mat │ │ │ │ │ │ └── Tower 2.mat │ │ │ │ │ ├── Tower n.png │ │ │ │ │ ├── Tower a 1.png │ │ │ │ │ ├── 1.meta │ │ │ │ │ ├── 2.meta │ │ │ │ │ └── Tower n.png.meta │ │ │ │ ├── Tower 2.prefab.meta │ │ │ │ ├── Tower.prefab.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Models.meta │ │ │ │ ├── Tower.prefab │ │ │ │ └── Tower 2.prefab │ │ │ ├── Dragon │ │ │ │ ├── Models │ │ │ │ │ ├── Dragon.fbx │ │ │ │ │ ├── Dragon.controller.meta │ │ │ │ │ ├── Dragon.controller │ │ │ │ │ └── Dragon.fbx.meta │ │ │ │ ├── Materials │ │ │ │ │ ├── Dragon a.png │ │ │ │ │ ├── Dragon n.png │ │ │ │ │ ├── 0.mat.meta │ │ │ │ │ ├── 1.mat.meta │ │ │ │ │ ├── 2.mat.meta │ │ │ │ │ ├── 1.mat │ │ │ │ │ ├── 2.mat │ │ │ │ │ └── 0.mat │ │ │ │ ├── Dragon.prefab.meta │ │ │ │ ├── Models.meta │ │ │ │ └── Materials.meta │ │ │ ├── Rainbow │ │ │ │ ├── Materials │ │ │ │ │ ├── Rainbow.png │ │ │ │ │ ├── Rainbow.mat.meta │ │ │ │ │ ├── No Fog.shader.meta │ │ │ │ │ ├── No Fog.shader │ │ │ │ │ └── Rainbow.mat │ │ │ │ ├── Rainbow.prefab.meta │ │ │ │ ├── Materials.meta │ │ │ │ └── Rainbow.prefab │ │ │ ├── Flag.meta │ │ │ ├── Sound.meta │ │ │ ├── Tower.meta │ │ │ ├── Dragon.meta │ │ │ ├── Particles.meta │ │ │ ├── Rainbow.meta │ │ │ ├── Scripts.meta │ │ │ ├── #NVJOB Assets.meta │ │ │ ├── #NVJOB Assets │ │ │ │ ├── Dynamic Sky (For Demo) │ │ │ │ │ ├── Sky Dome.fbx │ │ │ │ │ ├── Materials │ │ │ │ │ │ ├── Clouds A0.png │ │ │ │ │ │ ├── Clouds A1.png │ │ │ │ │ │ ├── Clouds A2.png │ │ │ │ │ │ ├── Flare.meta │ │ │ │ │ │ ├── Flare │ │ │ │ │ │ │ ├── Lens Flare.png │ │ │ │ │ │ │ ├── Lens Flare.flare.meta │ │ │ │ │ │ │ ├── Lens Flare.flare │ │ │ │ │ │ │ └── Lens Flare.png.meta │ │ │ │ │ │ ├── Clouds 1.mat.meta │ │ │ │ │ │ ├── Clouds 2.mat.meta │ │ │ │ │ │ ├── Clouds 3.mat.meta │ │ │ │ │ │ ├── Horizon 1.mat.meta │ │ │ │ │ │ ├── Horizon 2.mat.meta │ │ │ │ │ │ ├── Horizon 3.mat.meta │ │ │ │ │ │ ├── Clouds 3.mat │ │ │ │ │ │ ├── Clouds 2.mat │ │ │ │ │ │ ├── Clouds 1.mat │ │ │ │ │ │ ├── Horizon 3.mat │ │ │ │ │ │ ├── Horizon 1.mat │ │ │ │ │ │ ├── Horizon 2.mat │ │ │ │ │ │ ├── Clouds A0.png.meta │ │ │ │ │ │ ├── Clouds A1.png.meta │ │ │ │ │ │ └── Clouds A2.png.meta │ │ │ │ │ ├── Editor.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Dynamic Sky (For Demo).shader.meta │ │ │ │ │ ├── DynamicSkyForDemo.cs.meta │ │ │ │ │ ├── Editor │ │ │ │ │ │ └── NVDSkyDemoMaterials.cs.meta │ │ │ │ │ ├── DynamicSkyForDemo.cs │ │ │ │ │ └── Sky Dome.fbx.meta │ │ │ │ └── Dynamic Sky (For Demo).meta │ │ │ └── Scripts │ │ │ │ ├── Dragon.cs.meta │ │ │ │ ├── TDControl.cs.meta │ │ │ │ ├── Lighthouse.cs │ │ │ │ ├── Lighthouse.cs.meta │ │ │ │ └── Dragon.cs │ │ ├── Scenes │ │ │ ├── Example 1.unity.meta │ │ │ └── Example 2.unity.meta │ │ ├── Scenes.meta │ │ └── Environment.meta │ ├── license_nvjob.txt.meta │ ├── license_unity.txt.meta │ ├── Example Scenes.meta │ ├── Examples Water.meta │ ├── #NVJOB Advanced Water Shaders.meta │ ├── #NVJOB Advanced Water Shaders │ │ ├── Editor.meta │ │ ├── Specular.shader.meta │ │ ├── Surface.shader.meta │ │ ├── AdvancedWaterShaders.cginc.meta │ │ ├── Editor │ │ │ └── AWSEditor.cs.meta │ │ └── AdvancedWaterShaders.cs.meta │ ├── license_unity.txt │ └── license_nvjob.txt └── #NVJOB Advanced Water Shaders.meta ├── .gitignore ├── LICENSE └── README.md /.github/FUNDING.yml: 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0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/#NVJOB Advanced Water Shaders/license_unity.txt: -------------------------------------------------------------------------------- 1 | Copyright (c) 2016 Unity Technologies 2 | 3 | Permission is hereby granted, free of charge, to any person obtaining a copy of 4 | this software and associated documentation files (the "Software"), to deal in 5 | the Software without restriction, including without limitation the rights to 6 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies 7 | of the Software, and to permit persons to whom the Software is furnished to do 8 | so, subject to the following conditions: 9 | 10 | The above copyright notice and this permission notice shall be included in all 11 | copies or substantial portions of the Software. 12 | 13 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 14 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 15 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 16 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 17 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 18 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 19 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 #NVJOB. Nicholas Veselov. Николай Веселов 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 | -------------------------------------------------------------------------------- /Assets/#NVJOB Advanced Water Shaders/license_nvjob.txt: -------------------------------------------------------------------------------- 1 | Copyright (c) 2016 #NVJOB Nicholas Veselov (https://nvjob.github.io) 2 | 3 | Permission is hereby granted, free of charge, to any person obtaining a copy of 4 | this software and associated documentation files (the "Software"), to deal in 5 | the Software without restriction, including without limitation the rights to 6 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies 7 | of the Software, and to permit persons to whom the Software is furnished to do 8 | so, subject to the following conditions: 9 | 10 | The above copyright notice and this permission notice shall be included in all 11 | copies or substantial portions of the Software. 12 | 13 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 14 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 15 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 16 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 17 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 18 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 19 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | m_FrictionType: 0 32 | m_EnableEnhancedDeterminism: 0 33 | m_EnableUnifiedHeightmaps: 1 34 | m_DefaultMaxAngluarSpeed: 7 35 | -------------------------------------------------------------------------------- /Assets/#NVJOB Advanced Water Shaders/Example Scenes/Environment/Rainbow/Materials/No Fog.shader: -------------------------------------------------------------------------------- 1 | Shader "#NVJOB/Unlit Transparency No Fog" { 2 | 3 | Properties { 4 | _Color ("Water Color (RGB) Transparency (A)", COLOR) = (1, 1, 1, 0.5) 5 | [Space] 6 | _MainTex ("Base (RGB)", 2D) = "white" {} 7 | } 8 | 9 | SubShader { 10 | Tags { "Queue" = "Geometry+921" "RenderType" = "Transparent" "IgnoreProjector"="True" } 11 | Blend SrcAlpha OneMinusSrcAlpha 12 | LOD 200 13 | Cull Off 14 | ZWrite Off 15 | 16 | Pass { 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | #pragma target 2.0 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata_t { 25 | float4 vertex : POSITION; 26 | float2 texcoord : TEXCOORD0; 27 | UNITY_VERTEX_INPUT_INSTANCE_ID 28 | }; 29 | 30 | struct v2f { 31 | float4 vertex : SV_POSITION; 32 | float2 texcoord : TEXCOORD0; 33 | UNITY_VERTEX_OUTPUT_STEREO 34 | }; 35 | 36 | fixed4 _Color; 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | 40 | v2f vert (appdata_t v){ 41 | v2f o; 42 | UNITY_SETUP_INSTANCE_ID(v); 43 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 44 | o.vertex = UnityObjectToClipPos(v.vertex); 45 | o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 46 | return o; 47 | } 48 | 49 | fixed4 frag (v2f i) : SV_Target { 50 | half sinTime = sin(_Time.y) * _Color.a * 0.6; 51 | 52 | half4 color = half4(_Color.r, _Color.g, _Color.b, _Color.a - sinTime); 53 | half4 col = tex2D(_MainTex, i.texcoord) * color; 54 | 55 | return col; 56 | } 57 | 58 | ENDCG 59 | } 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 0 8 | m_QualitySettings: 9 | - serializedVersion: 2 10 | name: Main 11 | pixelLightCount: 2 12 | shadows: 2 13 | shadowResolution: 2 14 | shadowProjection: 1 15 | shadowCascades: 4 16 | shadowDistance: 100 17 | shadowNearPlaneOffset: 3 18 | shadowCascade2Split: 0.33333334 19 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 20 | shadowmaskMode: 1 21 | skinWeights: 4 22 | textureQuality: 0 23 | anisotropicTextures: 2 24 | antiAliasing: 0 25 | softParticles: 1 26 | softVegetation: 1 27 | realtimeReflectionProbes: 1 28 | billboardsFaceCameraPosition: 1 29 | vSyncCount: 0 30 | lodBias: 2 31 | maximumLODLevel: 0 32 | streamingMipmapsActive: 0 33 | streamingMipmapsAddAllCameras: 1 34 | streamingMipmapsMemoryBudget: 512 35 | streamingMipmapsRenderersPerFrame: 512 36 | streamingMipmapsMaxLevelReduction: 2 37 | streamingMipmapsMaxFileIORequests: 1024 38 | particleRaycastBudget: 4096 39 | asyncUploadTimeSlice: 2 40 | asyncUploadBufferSize: 16 41 | asyncUploadPersistentBuffer: 1 42 | resolutionScalingFixedDPIFactor: 1 43 | excludedTargetPlatforms: [] 44 | m_PerPlatformDefaultQuality: 45 | Android: 0 46 | Standalone: 0 47 | WebGL: 0 48 | Windows Store Apps: 0 49 | iPhone: 0 50 | tvOS: 0 51 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # #NVJOB Water Shaders V3.a (Tessellation). Free Unity Asset. 2 | 3 | ### Information 4 | 5 | Water shader with tessellation and reflections. The asset is at an early stage and will probably remain at this stage. Use it by importing into a new project. 6 | 7 | Versions 1.x - [nvjob.github.io/unity/nvjob-simple-water-shaders](https://nvjob.github.io/unity/nvjob-simple-water-shaders)
8 | Versions 2.x - [nvjob.github.io/unity/nvjob-water-shaders-v2](https://nvjob.github.io/unity/nvjob-water-shaders-v2)
9 | 10 | ### Features: 11 | - Tessellation. 12 | - Real-time reflections. 13 | - Foam by the shore. 14 | - Advanced settings for visualization. 15 | - Control the direction of water movement. 16 | - Support for all functions in Forward Rendering and Deferred Rendering. 17 | 18 | ### Compatibility 19 | 20 | Built-in Render Pipeline.
21 | For Unity version of at least 2019.1.8 (64-bit). 22 | 23 | ------------------------------------------------------------------- 24 | 25 | **Authors:**
26 | [#NVJOB. Nicholas Veselov Unity Developer.](https://nvjob.github.io)
27 | [Николай Веселов Unity Разработчик Санкт-Петербург.](https://nvjob.github.io) 28 | 29 | **License:**
30 | [MIT License. Clarification of licenses.](https://nvjob.github.io/mit-license) 31 | 32 | **🖤 Donate:**
33 | [paypal.me/nvjob](https://paypal.me/nvjob) 34 | 35 | ------------------------------------------------------------------- 36 | 37 | ![GitHub Logo](https://nvjob.github.io/repo-a/unity/water-shaders-3/0.jpg) 38 | ![GitHub Logo](https://nvjob.github.io/repo-a/unity/water-shaders-3/1.jpg) 39 | ![GitHub Logo](https://nvjob.github.io/repo-a/unity/water-shaders-3/4.jpg) 40 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_JobOptions: 23 | serializedVersion: 2 24 | useMultithreading: 0 25 | useConsistencySorting: 0 26 | m_InterpolationPosesPerJob: 100 27 | m_NewContactsPerJob: 30 28 | m_CollideContactsPerJob: 100 29 | m_ClearFlagsPerJob: 200 30 | m_ClearBodyForcesPerJob: 200 31 | m_SyncDiscreteFixturesPerJob: 50 32 | m_SyncContinuousFixturesPerJob: 50 33 | m_FindNearestContactsPerJob: 100 34 | m_UpdateTriggerContactsPerJob: 100 35 | m_IslandSolverCostThreshold: 100 36 | m_IslandSolverBodyCostScale: 1 37 | m_IslandSolverContactCostScale: 10 38 | m_IslandSolverJointCostScale: 10 39 | m_IslandSolverBodiesPerJob: 50 40 | m_IslandSolverContactsPerJob: 50 41 | m_AutoSimulation: 1 42 | m_QueriesHitTriggers: 1 43 | m_QueriesStartInColliders: 1 44 | m_CallbacksOnDisable: 1 45 | m_ReuseCollisionCallbacks: 1 46 | m_AutoSyncTransforms: 0 47 | m_AlwaysShowColliders: 0 48 | m_ShowColliderSleep: 1 49 | m_ShowColliderContacts: 0 50 | m_ShowColliderAABB: 0 51 | m_ContactArrowScale: 0.2 52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /Assets/#NVJOB Advanced Water Shaders/Example Scenes/Environment/Flag/Materials/Flag.shader: -------------------------------------------------------------------------------- 1 | Shader "#NVJOB/Flag" { 2 | 3 | Properties { 4 | _MainTex("Texture", 2D) = "white" {} 5 | _Ambient("Ambient", Range(0., 1.)) = 0.2 6 | [Header(Waves)] 7 | _WaveSpeed("Speed", float) = 0.0 8 | _PowerLambert("Power Lambert", float) = 1 9 | _WaveStrength("Strength", Range(0.0, 1.0)) = 0.0 10 | _WaveAmount("Amount", Range(0.0, 10.0)) = 1 11 | } 12 | 13 | SubShader { 14 | Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" } 15 | Cull Off 16 | 17 | Pass { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | #include "UnityCG.cginc" 22 | 23 | struct v2f { 24 | float4 pos : SV_POSITION; 25 | float4 vertex : TEXCOORD1; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | sampler2D _MainTex; 30 | half _WaveStrength, _WaveSpeed; 31 | fixed4 _LightColor0; 32 | half _Ambient, _WaveAmount, _PowerLambert; 33 | 34 | fixed3 diffuseLambert(half3 normal) { 35 | half diffuse = max(_Ambient, dot(normalize(normal), _WorldSpaceLightPos0.xyz)); 36 | return _LightColor0.rgb * diffuse * _PowerLambert; 37 | } 38 | 39 | float4 movement(half4 pos, half2 uv) { 40 | half sinOff = (pos.x + pos.y + pos.z) * _WaveStrength; 41 | half t = _Time.y * _WaveSpeed; 42 | half fx = uv.x; 43 | half fy = uv.x * uv.y; 44 | pos.x += (sin(t * 1.45 + sinOff) * fx * 0.6) * _WaveAmount; 45 | pos.y = (sin(t * 3.12 + sinOff) * fx * 0.5 - fy * 0.9) * _WaveAmount; 46 | pos.z -= (sin(t * 2.2 + sinOff) * fx * 0.2) * _WaveAmount; 47 | return pos; 48 | } 49 | 50 | v2f vert(appdata_base v) { 51 | v2f o; 52 | o.vertex = v.vertex; 53 | o.pos = UnityObjectToClipPos(movement(v.vertex, v.texcoord)); 54 | o.uv = v.texcoord; 55 | return o; 56 | } 57 | 58 | fixed4 frag(v2f i) : SV_Target { 59 | fixed4 col = tex2D(_MainTex, i.uv); 60 | half3 pos0 = movement(half4(i.vertex.x, i.vertex.y, i.vertex.z, i.vertex.w), i.uv).xyz; 61 | half3 pos1 = movement(half4(i.vertex.x + 0.01, i.vertex.y, i.vertex.z, i.vertex.w), i.uv).xyz; 62 | half3 pos2 = movement(half4(i.vertex.x, i.vertex.y, i.vertex.z + 00.1, i.vertex.w), i.uv).xyz; 63 | half3 normal = cross(normalize(pos2 - pos0), normalize(pos1 - pos0)); 64 | half3 worldNormal = mul(normal, (half3x3) unity_WorldToObject); 65 | col.rgb *= diffuseLambert(worldNormal); 66 | return col; 67 | } 68 | 69 | ENDCG 70 | } 71 | } 72 | } -------------------------------------------------------------------------------- /Assets/#NVJOB Advanced Water Shaders/Example Scenes/Environment/#NVJOB Assets/Dynamic Sky (For Demo)/DynamicSkyForDemo.cs: -------------------------------------------------------------------------------- 1 | // #NVJOB Dynamic Sky (for Demo) 2 | // Full Asset #NVJOB Dynamic Sky - https://nvjob.github.io/unity/nvjob-dynamic-sky-lite 3 | // #NVJOB Nicholas Veselov - https://nvjob.github.io 4 | 5 | 6 | using UnityEngine; 7 | 8 | [HelpURL("https://nvjob.github.io/unity/nvjob-dynamic-sky-lite")] 9 | [AddComponentMenu("#NVJOB/Dynamic Sky (for Demo)")] 10 | 11 | 12 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 13 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 14 | 15 | 16 | [ExecuteInEditMode] 17 | public class DynamicSkyForDemo : MonoBehaviour 18 | { 19 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 20 | 21 | 22 | public float ssgUvRotateSpeed = 1; 23 | public float ssgUvRotateDistance = 1; 24 | public Transform player; 25 | 26 | //-------------- 27 | 28 | Vector2 ssgVector; 29 | Transform tr; 30 | 31 | 32 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 33 | 34 | 35 | private void Awake() 36 | { 37 | //-------------- 38 | 39 | ssgVector = Vector2.zero; 40 | tr = transform; 41 | 42 | //-------------- 43 | } 44 | 45 | 46 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 47 | 48 | 49 | void Update() 50 | { 51 | //-------------- 52 | 53 | ssgVector = Quaternion.AngleAxis(Time.time * ssgUvRotateSpeed, Vector3.forward) * Vector2.one * ssgUvRotateDistance; 54 | Shader.SetGlobalFloat("_SkyShaderUvX", ssgVector.x); 55 | 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | 5 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 6 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 7 | 8 | 9 | public class Dragon : MonoBehaviour 10 | { 11 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 12 | 13 | 14 | public Transform dragonIn; 15 | 16 | //-------------- 17 | 18 | Transform tr; 19 | Animator dragonA; 20 | float vertical, horizontal, incline; 21 | bool free; 22 | 23 | 24 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 25 | 26 | 27 | void Start() 28 | { 29 | //-------------- 30 | 31 | tr = transform; 32 | dragonA = dragonIn.GetComponent(); 33 | StartCoroutine(RandomAngle()); 34 | 35 | //-------------- 36 | } 37 | 38 | 39 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 40 | 41 | 42 | void LateUpdate() 43 | { 44 | //-------------- 45 | 46 | tr.Translate(Vector3.forward * Time.deltaTime * 5); 47 | 48 | if (tr.position.y > 46) vertical += Time.deltaTime * 5; 49 | else vertical -= Time.deltaTime * 5; 50 | 51 | vertical = Mathf.Clamp(vertical, -15.5f, 15.5f); 52 | tr.rotation = Quaternion.Slerp(tr.rotation, Quaternion.Euler(vertical, horizontal, incline), 0.085f * Time.deltaTime); 53 | dragonIn.localEulerAngles = new Vector3(15 - Mathf.PingPong(Time.time * 3.5f, 30), 10 - Mathf.PingPong(Time.time * 1.5f, 20), 15 - Mathf.PingPong(Time.time * 4, 30)); 54 | 55 | float chas = 0.1f - Mathf.PingPong(Time.time * 0.02f, 0.2f); 56 | if (tr.eulerAngles.x > 180) dragonA.speed = 1.05f + chas; 57 | else dragonA.speed = 0.95f + chas; 58 | 59 | //-------------- 60 | } 61 | 62 | 63 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 64 | 65 | 66 | IEnumerator RandomAngle() 67 | { 68 | //-------------- 69 | 70 | while (true) 71 | { 72 | float dis = Vector3.Distance(Vector3.zero, new Vector3(tr.position.x, 0, tr.position.z)); 73 | 74 | if (free == true) 75 | { 76 | if (dis > 120) horizontal = Quaternion.LookRotation(Vector3.zero - tr.position).eulerAngles.y; 77 | else if (dis < 50) horizontal = Random.Range(-180, 180); 78 | } 79 | else 80 | { 81 | horizontal = Quaternion.LookRotation(Vector3.zero - tr.position).eulerAngles.y; 82 | if (dis < 40) free = true; 83 | } 84 | 85 | if (horizontal >= 0) incline = -20; 86 | else incline = 20; 87 | yield return new WaitForSeconds(5); 88 | } 89 | 90 | //-------------- 91 | } 92 | 93 | 94 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// 95 | } 96 | 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