├── .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
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1 | custom: https://opensea.io/nvjob
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1 | using UnityEngine;
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4 | {
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6 |
7 | void Awake()
8 | {
9 | tr = transform;
10 | }
11 |
12 | void LateUpdate()
13 | {
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15 | }
16 | }
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1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 | *.VC.db
27 |
28 | # Unity3D generated meta files
29 | *.pidb.meta
30 | *.pdb.meta
31 |
32 | # Unity3D Generated File On Crash Reports
33 | sysinfo.txt
34 |
35 | # Builds
36 | *.apk
37 | *.unitypackage
38 |
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/Assets/#NVJOB Advanced Water Shaders/license_unity.txt:
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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 |
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/Assets/#NVJOB Advanced Water Shaders/Example Scenes/Environment/Rainbow/Materials/No Fog.shader:
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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 |
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/README.md:
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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 | 
38 | 
39 | 
40 |
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40 | m_IslandSolverContactsPerJob: 50
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44 | m_CallbacksOnDisable: 1
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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}
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57 |
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/Assets/#NVJOB Advanced Water Shaders/Example Scenes/Environment/Flag/Materials/Flag.shader:
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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 | }
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/Assets/#NVJOB Advanced Water Shaders/Example Scenes/Environment/#NVJOB Assets/Dynamic Sky (For Demo)/DynamicSkyForDemo.cs:
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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 | Shader.SetGlobalFloat("_SkyShaderUvZ", ssgVector.y);
56 |
57 | //--------------
58 |
59 | if (player != null) tr.position = new Vector3(player.position.x, tr.position.y, player.position.z);
60 |
61 | //--------------
62 | }
63 |
64 |
65 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////
66 | }
67 |
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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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