├── .gitignore ├── Assets ├── BOTW Sky.mat ├── BOTW Sky.mat.meta ├── CameraEffect.cs ├── CameraEffect.cs.meta ├── Example-Terrain.asset ├── Example-Terrain.asset.meta ├── ExtendedFlycam.cs ├── ExtendedFlycam.cs.meta ├── Fog.mat ├── Fog.mat.meta ├── Fog.shader ├── Fog.shader.meta ├── FollowPos.cs ├── FollowPos.cs.meta ├── NormalMap.png ├── NormalMap.png.meta ├── Rain Particle.mat ├── Rain Particle.mat.meta ├── TranslatePosition.cs ├── TranslatePosition.cs.meta ├── botwRain.mat ├── botwRain.mat.meta ├── botwRain.shader ├── botwRain.shader.meta ├── botwRain.unity ├── botwRain.unity.meta ├── clouds.png ├── clouds.png.meta ├── groundtex.psd ├── groundtex.psd.meta ├── pointnoise.png ├── pointnoise.png.meta ├── rain-ambience.wav └── rain-ambience.wav.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 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 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /Assets/BOTW Sky.mat: 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4 | //so that we can see changes we make without having to run the game 5 | [ExecuteInEditMode] 6 | //require component camera 7 | public class CameraEffect : MonoBehaviour 8 | { 9 | public Material mat; 10 | private Camera cam; 11 | void Start() 12 | { 13 | cam = GetComponent(); 14 | cam.depthTextureMode = DepthTextureMode.DepthNormals; 15 | } 16 | 17 | void OnRenderImage(RenderTexture source, RenderTexture destination) 18 | { 19 | Matrix4x4 MV = cam.cameraToWorldMatrix; 20 | mat.SetMatrix("_CameraMV", MV); 21 | Graphics.Blit(source, destination, mat); 22 | } 23 | } -------------------------------------------------------------------------------- /Assets/CameraEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07048a1af2399024da935f8450545352 3 | timeCreated: 1489702208 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ExtendedFlycam : MonoBehaviour 5 | { 6 | 7 | /* 8 | EXTENDED FLYCAM 9 | Desi Quintans (CowfaceGames.com), 17 August 2012. 10 | Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011. 11 | 12 | LICENSE 13 | Free as in speech, and free as in beer. 14 | 15 | FEATURES 16 | WASD/Arrows: Movement 17 | Q: Climb 18 | E: Drop 19 | Shift: Move faster 20 | Control: Move slower 21 | End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off). 22 | */ 23 | 24 | public float cameraSensitivity = 90; 25 | public float climbSpeed = 4; 26 | public float normalMoveSpeed = 10; 27 | public float slowMoveFactor = 0.25f; 28 | public float fastMoveFactor = 3; 29 | 30 | private float rotationX = 0.0f; 31 | private float rotationY = 0.0f; 32 | 33 | void Start() 34 | { 35 | Screen.lockCursor = true; 36 | } 37 | 38 | void Update() 39 | { 40 | rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime; 41 | rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime; 42 | rotationY = Mathf.Clamp(rotationY, -90, 90); 43 | 44 | transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up); 45 | transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left); 46 | 47 | if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) 48 | { 49 | transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime; 50 | transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime; 51 | } 52 | else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) 53 | { 54 | transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * 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userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Fog.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/DepthGrayscale" { 2 | Properties{ 3 | _MainTex("", 2D) = "white" {} 4 | _FogColor("Fog Color", color) = (0,0,0,0) 5 | _FogDistance("Fog Distance", float) = 7 6 | } 7 | SubShader{ 8 | Tags{ "RenderType" = "Opaque" } 9 | 10 | Pass{ 11 | CGPROGRAM 12 | 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | #include "UnityCG.cginc" 16 | 17 | sampler2D _CameraDepthNormalsTexture; 18 | sampler2D _MainTex; 19 | float4 _FogColor; 20 | float _FogDistance; 21 | float4x4 _CamToWorld; 22 | 23 | float4x4 _CameraMV; 24 | 25 | struct v2f { 26 | float4 pos : SV_POSITION; 27 | float4 scrPos:TEXCOORD1; 28 | float2 uv : TEXCOORD4; 29 | }; 30 | 31 | v2f vert(appdata_base v) { 32 | v2f o; 33 | o.pos = UnityObjectToClipPos(v.vertex); 34 | o.scrPos = 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-------------------------------------------------------------------------------- /Assets/FollowPos.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class FollowPos : MonoBehaviour { 6 | 7 | public Transform target; 8 | public Vector3 offset; 9 | 10 | void Update () { 11 | transform.position = target.position + offset; 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/FollowPos.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48232fb245119724f92b73b3ea3e9291 3 | timeCreated: 1499568087 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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-------------------------------------------------------------------------------- /Assets/TranslatePosition.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TranslatePosition : MonoBehaviour { 6 | 7 | public Vector3 direction; 8 | 9 | void Update () { 10 | transform.position += direction; 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Assets/TranslatePosition.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe58ea37bb8ac7e4d828da0cabfd8ec9 3 | timeCreated: 1499564108 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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-------------------------------------------------------------------------------- /Assets/botwRain.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/BOTW-Rain" 2 | { 3 | Properties 4 | { 5 | _MainTex("Camera Texture (leave none)", 2D) = "white" {} 6 | _NoiseTex("Noise Texture", 2D) = "white" {} 7 | _RainDepth("Rain Depth", float) = 1 8 | _RainDensity("Rain Density", float) = .5 9 | _RainEdgeHeight("Rain Edge Height", float) = .05 10 | _RainColor("Rain Color", color) = (1,1,1,.5) 11 | } 12 | SubShader 13 | { 14 | Cull Off ZWrite Off ZTest Always 15 | 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | float4 vertex : SV_POSITION; 34 | float4 scrPos: TEXCOORD1; 35 | }; 36 | 37 | v2f vert (appdata v) 38 | { 39 | v2f o; 40 | o.vertex = UnityObjectToClipPos(v.vertex); 41 | o.scrPos = ComputeScreenPos(o.vertex); 42 | o.uv = v.uv; 43 | return o; 44 | } 45 | 46 | sampler2D _NoiseTex; 47 | sampler2D _MainTex; 48 | sampler2D _CameraDepthNormalsTexture; 49 | float4x4 _CameraMV; 50 | 51 | float _RainDepth; 52 | float _RainDensity; 53 | float _RainEdgeHeight; 54 | float4 _RainColor; 55 | 56 | fixed4 frag (v2f i) : SV_Target 57 | { 58 | 59 | float3 normalValues1; 60 | float depthValue1; 61 | float3 normalValues2; 62 | float depthValue2; 63 | 64 | DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture, i.scrPos.xy), depthValue1, normalValues1); 65 | float3 worldNormal = mul((float3x3)_CameraMV, normalValues1); 66 | DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture, (i.scrPos.xy - float2(0, _RainEdgeHeight * (1.1-depthValue1) * (1 -worldNormal.g)))), depthValue2, normalValues2); 67 | 68 | fixed4 noise = tex2D(_NoiseTex, (i.uv * (depthValue2 + 2)) + round(_Time[0] * 750) * .1f); 69 | fixed4 col = tex2D(_MainTex, i.uv); 70 | 71 | if (depthValue1 > depthValue2 * _RainDepth && worldNormal.g > .5f) { 72 | col += step(noise.r, _RainDensity) * _RainColor; 73 | } 74 | 75 | return col; 76 | } 77 | ENDCG 78 | } 79 | } 80 | } 81 | -------------------------------------------------------------------------------- /Assets/botwRain.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a535215e5aec7b4c88adca79bb3a73c 3 | timeCreated: 1499499176 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/botwRain.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d14bcea048851649b8a8894f8db0c04 3 | timeCreated: 1499499214 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | 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2 2 | guid: ba4634f25d441434883b19df6ddc9e09 3 | timeCreated: 1500600355 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 0 19 | ambisonic: 0 20 | 3D: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Thomas Newlands 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. 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-------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## BOTW Style Screen Space Rain Impacts for Deferred Rendering 2 | ![](http://i.imgur.com/OUWhM19.gif) 3 | 4 | This is a currently rough (still WIP) -- study of Breath of the Wild's rain impact effect for the ridges of objects. 5 | 6 | ### The Basic Idea: 7 | Sample a depth and a depth below it to determine whether something is an edge or curved. Then we should check if normals of the objects we checked (in world space) are facing upwards then they're probably getting hit by rain. If something satisfies both of those conditions then we should throw some nice rain on top of it. So, we sample a really quickly moving noise texture which is cutoff in such a way that it looks like the pattering of rain. 8 | 9 | ### Improvements to be Made: 10 | Make flat faces hit by the rain more varied 11 | Add more soft volume to droplets 12 | Make the pattering deal with occlusion of the rain 13 | Add some kind of fog to wrap around ridges to compliment the effect. 14 | Rewrite without the normal texture to make it compatible with Forward rendering. 15 | 16 | Please feel free to branch and make pull requests as you see fit! 17 | 18 | *The flycam included in the demo scene has its own credits from the Unity wiki page.* 19 | --------------------------------------------------------------------------------