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} + } + Video: "Video::canopyplus_jpg", "Clip" { + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0 + Property: "Path", "charptr", "", "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\canopyplus.jpg" + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0 + Filename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\canopyplus.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\canopyplus.jpg" + } + Video: "Video::powercell_jpg", "Clip" { + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0 + Property: "Path", "charptr", "", "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\powercell.jpg" + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0 + Filename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\powercell.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\powercell.jpg" + } + Texture: "Texture::canopyplus_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::canopyplus_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",0 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::canopyplus_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\canopyplus.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\canopyplus.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Texture: "Texture::powercell_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::powercell_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",1 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::powercell_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\powercell.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\powercell.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Pose: "Pose::BIND_POSES", "BindPose" { + Type: "BindPose" + Version: 100 + Properties60: { + } + NbPoseNodes: 5 + PoseNode: { + Node: "Model::blend_root" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000 + } + PoseNode: { + Node: "Model::powerHolder" + Matrix: 1.379999995231628,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000060321717,-1.379999995231628,0.000000000000000,0.000000000000000,1.379999995231628,-0.000000060321717,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000 + } + PoseNode: { + Node: "Model::mat" + Matrix: 1.379999995231628,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000060321717,-1.379999995231628,0.000000000000000,0.000000000000000,1.379999995231628,-0.000000060321717,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000 + } + PoseNode: { + Node: "Model::coconutShy" + Matrix: 1.379999995231628,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000060321717,-1.379999995231628,0.000000000000000,0.000000000000000,1.379999995231628,-0.000000060321717,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000 + } + PoseNode: { + Node: "Model::powerCell" + Matrix: -1.379999995231628,0.000000000000020,0.000000449661087,0.000000000000000,0.000000449661087,0.000000060321717,1.379999995231628,0.000000000000000,0.000000000000000,1.379999995231628,-0.000000060321717,0.000000000000000,2.209591388702393,1.979388833045959,1.034999847412109,1.000000000000000 + } + } + GlobalSettings: { + Version: 1000 + Properties60: { + Property: "UpAxis", "int", "",1 + Property: "UpAxisSign", "int", "",1 + Property: "FrontAxis", "int", "",2 + Property: "FrontAxisSign", "int", "",1 + Property: "CoordAxis", "int", "",0 + Property: "CoordAxisSign", "int", "",1 + Property: "UnitScaleFactor", "double", "",100 + } + } +} + +; Object relations +;------------------------------------------------------------------ + +Relations: { + Model: "Model::blend_root", "Null" { + } + Model: "Model::powerHolder", "Mesh" { + } + Model: "Model::mat", "Mesh" { + } + Model: "Model::coconutShy", "Mesh" { + } + Model: "Model::powerCell", "Mesh" { + } + Model: "Model::Producer Perspective", "Camera" { + } + Model: "Model::Producer Top", "Camera" { + } + Model: "Model::Producer Bottom", "Camera" { + } + Model: "Model::Producer Front", "Camera" { + } + Model: "Model::Producer Back", "Camera" { + } + Model: "Model::Producer Right", "Camera" { + } + Model: "Model::Producer Left", "Camera" { + } + Model: "Model::Camera Switcher", "CameraSwitcher" { + } + Material: "Material::Material1__canopyplus_jpg", "" { + } + Material: "Material::Material1__powercell_jpg", "" { + } + Texture: "Texture::canopyplus_jpg", "TextureVideoClip" { + } + Texture: "Texture::powercell_jpg", "TextureVideoClip" { + } + Video: "Video::canopyplus_jpg", "Clip" { + } + Video: "Video::powercell_jpg", "Clip" { + } +} + +; Object connections +;------------------------------------------------------------------ + +Connections: { + Connect: "OO", "Model::blend_root", "Model::Scene" + Connect: "OO", "Model::powerHolder", "Model::blend_root" + Connect: "OO", "Model::mat", "Model::blend_root" + Connect: "OO", "Model::coconutShy", "Model::blend_root" + Connect: "OO", "Model::powerCell", "Model::blend_root" + Connect: "OO", "Material::Material1__canopyplus_jpg", "Model::powerHolder" + Connect: "OO", "Material::Material1__canopyplus_jpg", "Model::mat" + Connect: "OO", "Material::Material1__canopyplus_jpg", "Model::coconutShy" + Connect: "OO", "Material::Material1__powercell_jpg", "Model::powerCell" + Connect: "OO", "Texture::canopyplus_jpg", "Model::powerHolder" + Connect: "OO", "Texture::canopyplus_jpg", "Model::mat" + Connect: "OO", "Texture::canopyplus_jpg", "Model::coconutShy" + Connect: "OO", "Texture::powercell_jpg", "Model::powerCell" + Connect: "OO", "Video::canopyplus_jpg", "Texture::canopyplus_jpg" + Connect: "OO", "Video::powercell_jpg", "Texture::powercell_jpg" +} +;Takes and animation section +;---------------------------------------------------- + +Takes: { + Current: "Default Take" + Take: "Default Take" { + FileName: "Default_Take.tak" + LocalTime: 0,479181389250 + ReferenceTime: 0,479181389250 + + ;Models animation + ;---------------------------------------------------- + Model: "Model::powerHolder" { + Version: 1.1 + Channel: "Transform" { + Channel: "T" { + Channel: "X" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L 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1924423250,1.379999995231628,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 1.379999995231628 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.379999995231628,L + Color: 0,0,1 + } + LayerType: 3 + } + } + } + Model: "Model::mat" { + Version: 1.1 + Channel: "Transform" { + Channel: "T" { + Channel: "X" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 1,0,0 + } + Channel: "Y" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,0,1 + } + LayerType: 1 + } + Channel: "R" { + Channel: "X" { + Default: -90.000002504348856 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-90.000002504348856,L + Color: 1,0,0 + } + Channel: "Y" { + Default: -0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-0.000000000000000,L + Color: 0,1,0 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"X" { + Default: 1.379999995231628 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.379999995231628,L + Color: 1,0,0 + } + Channel: "Y" { + Default: 1.379999995231628 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.379999995231628,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 1.379999995231628 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.379999995231628,L + Color: 0,0,1 + } + LayerType: 3 + } + } + } + } +} +;Version 5 settings +;------------------------------------------------------------------ + +Version5: { + AmbientRenderSettings: { + Version: 101 + AmbientLightColor: 0.0,0.0,0.0,0 + } + FogOptions: { + FlogEnable: 0 + FogMode: 0 + FogDensity: 0.000 + FogStart: 5.000 + FogEnd: 25.000 + FogColor: 0.1,0.1,0.1,1 + } + Settings: { + FrameRate: "24" + TimeFormat: 1 + SnapOnFrames: 0 + ReferenceTimeIndex: -1 + TimeLineStartTime: 0 + TimeLineStopTime: 479181389250 + } + RendererSetting: { + DefaultCamera: "Producer Perspective" + DefaultViewingMode: 0 + } +} diff --git a/SurvivalIsland/Assets/Book Assets/Models/coconutShy.fbx.meta b/SurvivalIsland/Assets/Book Assets/Models/coconutShy.fbx.meta new file mode 100644 index 0000000..ab4507b --- /dev/null +++ b/SurvivalIsland/Assets/Book Assets/Models/coconutShy.fbx.meta @@ -0,0 +1,83 @@ +fileFormatVersion: 2 +guid: 527b563e83815419cbb75081cc0a594b +ModelImporter: + serializedVersion: 16 + fileIDToRecycleName: + 100000: powerHolder + 100002: coconutShy + 100004: mat + 100006: powerCell + 100008: //RootNode + 400000: powerHolder + 400002: coconutShy + 400004: mat + 400006: powerCell + 400008: //RootNode + 2300000: powerHolder + 2300002: coconutShy + 2300004: mat + 2300006: powerCell + 3300000: powerHolder + 3300002: coconutShy + 3300004: mat + 3300006: powerCell + 4300000: powerHolder + 4300002: mat + 4300004: coconutShy + 4300006: powerCell + 7400002: Default Take + 11100000: //RootNode + materials: + importMaterials: 1 + materialName: 3 + materialSearch: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: .100000001 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 1 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + optimizeMeshForGPU: 1 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 1 + additionalBone: 0 + userData: diff --git a/SurvivalIsland/Assets/Book Assets/Models/generator.fbx b/SurvivalIsland/Assets/Book Assets/Models/generator.fbx new file mode 100644 index 0000000..4ecd2e6 --- /dev/null +++ b/SurvivalIsland/Assets/Book Assets/Models/generator.fbx @@ -0,0 +1,2142 @@ +; FBX 6.1.0 project file +; Created by Blender FBX Exporter +; for support mail: ideasman42@gmail.com +; ---------------------------------------------------- + +FBXHeaderExtension: { + FBXHeaderVersion: 1003 + FBXVersion: 6100 + CreationTimeStamp: { + Version: 1000 + Year: 2011 + Month: 02 + Day: 23 + Hour: 15 + Minute: 24 + Second: 50 + Millisecond: 0 + } + Creator: "FBX SDK/FBX Plugins build 20070228" + OtherFlags: { + FlagPLE: 0 + } +} +CreationTime: "2011-02-23 15:24:50:000" +Creator: "Blender version 2.56 (sub 0)" + +; Object definitions +;------------------------------------------------------------------ + +Definitions: { 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+ Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::charge0_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\charge0.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\charge0.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Texture: "Texture::generator_tga", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::generator_tga" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",1 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::generator_tga" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\generator.tga" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\generator.tga" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Pose: "Pose::BIND_POSES", "BindPose" { + Type: "BindPose" + Version: 100 + Properties60: { + } + NbPoseNodes: 3 + PoseNode: { + Node: "Model::blend_root" + Matrix: 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"Material::Material2__charge0_jpg", "" { + } + Material: "Material::generator__generator_tga", "" { + } + Texture: "Texture::charge0_jpg", "TextureVideoClip" { + } + Texture: "Texture::generator_tga", "TextureVideoClip" { + } + Video: "Video::charge0_jpg", "Clip" { + } + Video: "Video::generator_tga", "Clip" { + } +} + +; Object connections +;------------------------------------------------------------------ + +Connections: { + Connect: "OO", "Model::blend_root", "Model::Scene" + Connect: "OO", "Model::generator", "Model::blend_root" + Connect: "OO", "Model::chargeMeter", "Model::blend_root" + Connect: "OO", "Material::generator__generator_tga", "Model::generator" + Connect: "OO", "Material::Material2__charge0_jpg", "Model::chargeMeter" + Connect: "OO", "Texture::generator_tga", "Model::generator" + Connect: "OO", "Texture::charge0_jpg", "Model::chargeMeter" + Connect: "OO", "Video::charge0_jpg", "Texture::charge0_jpg" + Connect: "OO", "Video::generator_tga", "Texture::generator_tga" +} +;Takes and animation section +;---------------------------------------------------- + +Takes: { + Current: "Default Take" + Take: "Default Take" { + FileName: "Default_Take.tak" + LocalTime: 0,479181389250 + ReferenceTime: 0,479181389250 + + ;Models animation + ;---------------------------------------------------- + Model: "Model::generator" { + Version: 1.1 + Channel: "Transform" { + Channel: "T" { + Channel: "X" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 1,0,0 + } + Channel: "Y" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,0,1 + } + LayerType: 1 + } + Channel: "R" { + Channel: "X" { + Default: -90.000002504348856 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-90.000002504348856,L + Color: 1,0,0 + } + Channel: "Y" { 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4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,0,1 + } + LayerType: 1 + } + Channel: "R" { + Channel: "X" { + Default: -90.000002504348856 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-90.000002504348856,L + Color: 1,0,0 + } + Channel: "Y" { + Default: -0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-0.000000000000000,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,0,1 + } + LayerType: 2 + } + Channel: "S" { + Channel: "X" { + Default: 1.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.000000000000000,L + Color: 1,0,0 + } + Channel: "Y" { + Default: 1.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.000000000000000,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 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isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 1024 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: diff --git a/SurvivalIsland/Assets/Book Assets/Models/matchbox.fbx b/SurvivalIsland/Assets/Book Assets/Models/matchbox.fbx new file mode 100644 index 0000000..251c358 Binary files /dev/null and b/SurvivalIsland/Assets/Book Assets/Models/matchbox.fbx differ diff --git a/SurvivalIsland/Assets/Book Assets/Models/matchbox.fbx.meta b/SurvivalIsland/Assets/Book Assets/Models/matchbox.fbx.meta new file mode 100644 index 0000000..810ac95 --- /dev/null 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FBXHeaderVersion: 1003 + FBXVersion: 6100 + CreationTimeStamp: { + Version: 1000 + Year: 2011 + Month: 02 + Day: 23 + Hour: 15 + Minute: 25 + Second: 17 + Millisecond: 0 + } + Creator: "FBX SDK/FBX Plugins build 20070228" + OtherFlags: { + FlagPLE: 0 + } +} +CreationTime: "2011-02-23 15:25:17:000" +Creator: "Blender version 2.56 (sub 0)" + +; Object definitions +;------------------------------------------------------------------ + +Definitions: { + Version: 100 + Count: 36 + ObjectType: "Model" { + Count: 17 + } + ObjectType: "Geometry" { + Count: 8 + } + ObjectType: "Material" { + Count: 6 + } + ObjectType: "Texture" { + Count: 6 + } + ObjectType: "Video" { + Count: 6 + } + ObjectType: "Pose" { + Count: 1 + } + ObjectType: "GlobalSettings" { + Count: 1 + } +} + +; Object properties +;------------------------------------------------------------------ + +Objects: { + Model: "Model::Camera Switcher", "CameraSwitcher" { + Version: 232 + Properties60: { + Property: "QuaternionInterpolate", 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"",0 + Property: "Height", "int", "",0 + Property: "Path", "charptr", "", "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\dish.jpg" + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0 + Filename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\dish.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\dish.jpg" + } + Video: "Video::door_jpg", "Clip" { + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0 + Property: "Path", "charptr", "", "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\door.jpg" + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0 + Filename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\door.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\door.jpg" + } + Video: "Video::lamp_jpg", "Clip" { + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0 + Property: "Path", "charptr", "", "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\lamp.jpg" + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0 + Filename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\lamp.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\lamp.jpg" + } + Video: "Video::table_jpg", "Clip" { + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0 + Property: "Path", "charptr", "", "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\table.jpg" + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0 + Filename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\table.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\table.jpg" + } + Video: "Video::wood_jpg", "Clip" { + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0 + Property: "Path", "charptr", "", "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\wood.jpg" + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0 + Filename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\wood.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\wood.jpg" + } + Texture: "Texture::bunker_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::bunker_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",0 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::bunker_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\bunker.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\bunker.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Texture: "Texture::dish_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::dish_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",1 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::dish_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\dish.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\dish.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Texture: "Texture::door_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::door_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",2 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::door_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\door.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\door.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Texture: "Texture::lamp_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::lamp_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",3 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::lamp_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\lamp.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\lamp.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Texture: "Texture::table_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::table_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",4 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::table_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\table.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\table.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Texture: "Texture::wood_jpg", "TextureVideoClip" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::wood_jpg" + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1 + Property: "Texture alpha", "Number", "A+",5 + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0 + Property: "WrapModeU", "enum", "",0 + Property: "WrapModeV", "enum", "",0 + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + } + Media: "Video::wood_jpg" + FileName: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\wood.jpg" + RelativeFilename: "C:\Users\LoTekK\Documents\Art\willGoldstone\assets\wood.jpg" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + Pose: "Pose::BIND_POSES", "BindPose" { + Type: "BindPose" + Version: 100 + Properties60: { + } + NbPoseNodes: 9 + PoseNode: { + Node: "Model::blend_root" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000 + } + PoseNode: { + Node: "Model::wood_001" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,-1.111401319503784,2.028755187988281,-2.403575181961060,1.000000000000000 + } + PoseNode: { + Node: "Model::wood" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,2.395579814910889,2.056158065795898,1.110485434532166,1.000000000000000 + } + PoseNode: { + Node: "Model::outpost" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000 + } + PoseNode: { + Node: "Model::table" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,-0.750000000000000,0.499999940395355,-1.248080968856812,1.000000000000000 + } + PoseNode: { + Node: "Model::dish" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,1.500000000000000,3.375000000000000,-0.000000147525938,1.000000000000000 + } + PoseNode: { + Node: "Model::wood_002" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,-2.397317409515381,2.056158542633057,-1.111647248268127,1.000000000000000 + } + PoseNode: { + Node: "Model::lamp" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,-0.000000000116415,3.000000000000000,-0.000000131250573,1.000000000000000 + } + PoseNode: { + Node: "Model::door" + Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,-0.625000000000000,0.500000119209290,2.250000000000000,1.000000000000000 + } + } + GlobalSettings: { + Version: 1000 + Properties60: { + Property: "UpAxis", "int", "",1 + Property: "UpAxisSign", "int", "",1 + Property: "FrontAxis", "int", "",2 + Property: "FrontAxisSign", "int", "",1 + Property: "CoordAxis", "int", "",0 + Property: "CoordAxisSign", "int", "",1 + Property: "UnitScaleFactor", "double", "",100 + } + } +} + +; Object relations +;------------------------------------------------------------------ + +Relations: { + Model: "Model::blend_root", "Null" { + } + Model: "Model::wood_001", "Mesh" { + } + Model: "Model::wood", "Mesh" { + } + Model: "Model::outpost", "Mesh" { + } + Model: "Model::table", "Mesh" { + } + Model: "Model::dish", "Mesh" { + } + Model: "Model::wood_002", "Mesh" { + } + Model: "Model::lamp", "Mesh" { + } + Model: "Model::door", "Mesh" { + } + Model: "Model::Producer Perspective", "Camera" { + } + Model: "Model::Producer Top", "Camera" { + } + Model: "Model::Producer Bottom", "Camera" { + } + Model: "Model::Producer Front", "Camera" { + } + Model: "Model::Producer Back", "Camera" { + } + Model: "Model::Producer Right", "Camera" { + } + Model: "Model::Producer Left", "Camera" { + } + Model: "Model::Camera Switcher", "CameraSwitcher" { + } + Material: "Material::bunker__bunker_jpg", "" { + } + Material: "Material::dish__dish_jpg", "" { + } + Material: "Material::door__door_jpg", "" { + } + Material: "Material::lamp__lamp_jpg", "" { + } + Material: "Material::table__table_jpg", "" { + } + Material: "Material::wood__wood_jpg", "" { + } + Texture: "Texture::bunker_jpg", "TextureVideoClip" { + } + Texture: "Texture::dish_jpg", "TextureVideoClip" { + } + Texture: "Texture::door_jpg", "TextureVideoClip" { + } + Texture: "Texture::lamp_jpg", "TextureVideoClip" { + } + Texture: "Texture::table_jpg", "TextureVideoClip" { + } + Texture: "Texture::wood_jpg", "TextureVideoClip" { + } + Video: "Video::bunker_jpg", "Clip" { + } + Video: "Video::dish_jpg", "Clip" { + } + Video: "Video::door_jpg", "Clip" { + } + Video: "Video::lamp_jpg", "Clip" { + } + Video: "Video::table_jpg", "Clip" { + } + Video: "Video::wood_jpg", "Clip" { + } +} + +; Object connections +;------------------------------------------------------------------ + +Connections: { + Connect: "OO", "Model::blend_root", "Model::Scene" + Connect: "OO", "Model::wood_001", "Model::blend_root" + Connect: "OO", "Model::wood", "Model::blend_root" + Connect: "OO", "Model::outpost", "Model::blend_root" + Connect: "OO", "Model::table", "Model::blend_root" + Connect: "OO", "Model::dish", "Model::blend_root" + Connect: "OO", "Model::wood_002", "Model::blend_root" + Connect: "OO", "Model::lamp", "Model::blend_root" + Connect: "OO", "Model::door", "Model::blend_root" + Connect: "OO", "Material::wood__wood_jpg", "Model::wood_001" + Connect: "OO", "Material::wood__wood_jpg", "Model::wood" + Connect: "OO", "Material::bunker__bunker_jpg", "Model::outpost" + Connect: "OO", "Material::table__table_jpg", "Model::table" + Connect: "OO", "Material::dish__dish_jpg", "Model::dish" + Connect: "OO", "Material::wood__wood_jpg", "Model::wood_002" + Connect: "OO", "Material::lamp__lamp_jpg", "Model::lamp" + Connect: "OO", "Material::door__door_jpg", "Model::door" + Connect: "OO", "Texture::wood_jpg", "Model::wood_001" + Connect: "OO", "Texture::wood_jpg", "Model::wood" + Connect: "OO", "Texture::bunker_jpg", "Model::outpost" + Connect: "OO", "Texture::table_jpg", "Model::table" + Connect: "OO", "Texture::dish_jpg", "Model::dish" + Connect: "OO", "Texture::wood_jpg", "Model::wood_002" + Connect: "OO", "Texture::lamp_jpg", "Model::lamp" + Connect: "OO", "Texture::door_jpg", "Model::door" + Connect: "OO", "Video::bunker_jpg", "Texture::bunker_jpg" + Connect: "OO", "Video::dish_jpg", "Texture::dish_jpg" + Connect: "OO", "Video::door_jpg", "Texture::door_jpg" + Connect: "OO", "Video::lamp_jpg", "Texture::lamp_jpg" + Connect: "OO", "Video::table_jpg", "Texture::table_jpg" + Connect: "OO", "Video::wood_jpg", "Texture::wood_jpg" +} +;Takes and animation section +;---------------------------------------------------- + +Takes: { + Current: "Default Take" + Take: "Default Take" { + FileName: "Default_Take.tak" + LocalTime: 0,55808274250 + ReferenceTime: 0,55808274250 + + ;Models animation + ;---------------------------------------------------- + Model: "Model::wood_001" { + Version: 1.1 + Channel: "Transform" { + Channel: "T" { + Channel: "X" { + Default: -1.111401319503784 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-1.111401319503784,L + Color: 1,0,0 + } + Channel: "Y" { + Default: 2.028755187988281 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,2.028755187988281,L + Color: 0,1,0 + } + Channel: "Z" { + Default: -2.403575181961060 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-2.403575181961060,L + Color: 0,0,1 + } + LayerType: 1 + } + Channel: "R" { + Channel: "X" { + Default: -90.000002504348856 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-90.000002504348856,L + Color: 1,0,0 + } + Channel: "Y" { + Default: -0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,-0.000000000000000,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 0.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,0.000000000000000,L + Color: 0,0,1 + } + LayerType: 2 + } + Channel: "S" { + Channel: "X" { + Default: 1.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.000000000000000,L + Color: 1,0,0 + } + Channel: "Y" { + Default: 1.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.000000000000000,L + Color: 0,1,0 + } + Channel: "Z" { + Default: 1.000000000000000 + KeyVer: 4005 + KeyCount: 1 + Key: + 1924423250,1.000000000000000,L + Color: 0,0,1 + } + 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Bottom", "Camera" { + } + Model: "Model::Producer Front", "Camera" { + } + Model: "Model::Producer Back", "Camera" { + } + Model: "Model::Producer Right", "Camera" { + } + Model: "Model::Producer Left", "Camera" { + } + Model: "Model::Camera Switcher", "CameraSwitcher" { + } + Material: "Material::Material1__powercell_jpg", "" { + } + Texture: "Texture::powercell_jpg", "TextureVideoClip" { + } + Video: "Video::powercell_jpg", "Clip" { + } +} + +; Object connections +;------------------------------------------------------------------ + +Connections: { + Connect: "OO", "Model::blend_root", "Model::Scene" + Connect: "OO", "Model::powerCell", "Model::blend_root" + Connect: "OO", "Material::Material1__powercell_jpg", "Model::powerCell" + Connect: "OO", "Texture::powercell_jpg", "Model::powerCell" + Connect: "OO", "Video::powercell_jpg", "Texture::powercell_jpg" +} +;Takes and animation section +;---------------------------------------------------- + +Takes: { + Current: "Default Take" + 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(WaterBase)go.GetComponent(typeof(WaterBase)); + Material sharedWaterMaterial = wb.sharedMaterial; + + GUILayout.Label ("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel); + + if(sharedWaterMaterial) + { + Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial); + Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial); + Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial); + Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial); + Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial); + Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial); + + amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude); + frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency); + steepness = EditorGUILayout.Vector4Field("Steepness", steepness); + speed = EditorGUILayout.Vector4Field("Speed", speed); + directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB); + directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD); + + if (GUI.changed) { + WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial); + } + + /* + + Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial); + Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial); + + float firstTilingU = animationTiling.x*100.0F; + float firstTilingV = animationTiling.y*100.0F; + float firstDirectionU = animationDirection.x; + float firstDirectionV = animationDirection.y; + + float secondTilingU = animationTiling.z*100.0F; + float secondTilingV = animationTiling.w*100.0F; + float secondDirectionU = animationDirection.z; + float secondDirectionV = animationDirection.w; + + + EditorGUILayout.BeginHorizontal (); + firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU); + firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV); + EditorGUILayout.EndHorizontal (); + EditorGUILayout.BeginHorizontal (); + secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU); + secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV); + EditorGUILayout.EndHorizontal (); + + EditorGUILayout.BeginHorizontal (); + firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU); + firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV); + EditorGUILayout.EndHorizontal (); + EditorGUILayout.BeginHorizontal (); + secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU); + secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV); + EditorGUILayout.EndHorizontal (); + + animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV); + animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F); + + WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial); + + EditorGUILayout.Separator (); + + GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel); + + float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial); + + heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F); + WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial); + */ + } + + serObj.ApplyModifiedProperties(); + } +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/GerstnerDisplaceEditor.cs.meta b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/GerstnerDisplaceEditor.cs.meta new file mode 100644 index 0000000..e4c23bf --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/GerstnerDisplaceEditor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1dfa22e5547fb4a4585ba225887d89dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/PlanarReflectionEditor.cs b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/PlanarReflectionEditor.cs new file mode 100644 index 0000000..c374700 --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/PlanarReflectionEditor.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(PlanarReflection))] +public class PlanarReflectionEditor : Editor +{ + private SerializedObject serObj; + + //private SerializedProperty wavesFrequency; + + // reflection + private SerializedProperty reflectionMask; + private SerializedProperty reflectSkybox; + private SerializedProperty clearColor; + + bool showKidsWithReflectionHint = false; + + public void OnEnable () { + serObj = new SerializedObject (target); + + reflectionMask = serObj.FindProperty("reflectionMask"); + reflectSkybox = serObj.FindProperty("reflectSkybox"); + clearColor = serObj.FindProperty("clearColor"); + } + + public override void OnInspectorGUI () + { + GUILayout.Label ("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel); + + if(!SystemInfo.supportsRenderTextures) + EditorGUILayout.HelpBox("Realtime reflections not supported", MessageType.Warning); + + serObj.Update(); + + EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers")); + EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox")); + EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color")); + + showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint); + if (showKidsWithReflectionHint) { + int i = 0; + foreach(Transform t in ((PlanarReflection)target).transform) { + if (t.GetComponent()) { + if(i%2==0) + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(t, typeof(Transform), true); + if(i%2==1) + EditorGUILayout.EndHorizontal(); + i = (i+1)%2; + } + } + if(i>0) + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndToggleGroup(); + + serObj.ApplyModifiedProperties(); + } + +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/PlanarReflectionEditor.cs.meta b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/PlanarReflectionEditor.cs.meta new file mode 100644 index 0000000..a980baa --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/PlanarReflectionEditor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ff3b0e14a61014f50be83e1a18c6d43e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/SpecularLightingEditor.cs b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/SpecularLightingEditor.cs new file mode 100644 index 0000000..57fae31 --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/SpecularLightingEditor.cs @@ -0,0 +1,47 @@ +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(SpecularLighting))] +public class SpecularLightingEditor : Editor +{ + private SerializedObject serObj; + private SerializedProperty specularLight; + + public void OnEnable () { + serObj = new SerializedObject (target); + specularLight = serObj.FindProperty("specularLight"); + } + + public override void OnInspectorGUI () + { + serObj.Update(); + + GameObject go = ((SpecularLighting)serObj.targetObject).gameObject; + WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); + + if(!wb.sharedMaterial) + return; + + if(wb.sharedMaterial.HasProperty("_WorldLightDir")) { + GUILayout.Label ("Transform casting specular highlights", EditorStyles.miniBoldLabel); + EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light")); + + if(wb.sharedMaterial.HasProperty("_SpecularColor")) + WaterEditorUtility.SetMaterialColor( + "_SpecularColor", + EditorGUILayout.ColorField("Specular", + WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)), + wb.sharedMaterial); + if(wb.sharedMaterial.HasProperty("_Shininess")) + WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider( + "Specular power", + WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial), + 0.0F, 500.0F), wb.sharedMaterial); + } + else + GUILayout.Label ("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel); + + serObj.ApplyModifiedProperties(); + } + +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/SpecularLightingEditor.cs.meta b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/SpecularLightingEditor.cs.meta new file mode 100644 index 0000000..f92cbae --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/SpecularLightingEditor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 33f51eb21122c4ca6a199d561065ae30 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterBaseEditor.cs b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterBaseEditor.cs new file mode 100644 index 0000000..8986f9f --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterBaseEditor.cs @@ -0,0 +1,188 @@ +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(WaterBase))] +public class WaterBaseEditor : Editor +{ + public GameObject oceanBase; + private WaterBase waterBase; + private Material oceanMaterial = null; + + private SerializedObject serObj; + private SerializedProperty sharedMaterial; + + + public SerializedProperty waterQuality; + public SerializedProperty edgeBlend; + + public void OnEnable () + { + serObj = new SerializedObject (target); + sharedMaterial = serObj.FindProperty("sharedMaterial"); + waterQuality = serObj.FindProperty("waterQuality"); + edgeBlend = serObj.FindProperty("edgeBlend"); + } + + public override void OnInspectorGUI () + { + serObj.Update(); + + waterBase = (WaterBase)serObj.targetObject; + oceanBase = ((WaterBase)serObj.targetObject).gameObject; + if(!oceanBase) + return; + + GUILayout.Label ("This script helps adjusting water material properties", EditorStyles.miniBoldLabel); + + EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material")); + oceanMaterial = (Material)sharedMaterial.objectReferenceValue; + + if (!oceanMaterial) { + sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform); + serObj.ApplyModifiedProperties(); + oceanMaterial = (Material)sharedMaterial.objectReferenceValue; + if (!oceanMaterial) + return; + } + + EditorGUILayout.Separator (); + + GUILayout.Label ("Overall Quality", EditorStyles.boldLabel); + EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality")); + EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?")); + + if(waterQuality.intValue > (int)WaterQuality.Low && !SystemInfo.supportsRenderTextures) + EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning); + if(edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) + EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning); + + EditorGUILayout.Separator (); + + bool hasShore = oceanMaterial.HasProperty("_ShoreTex"); + + GUILayout.Label ("Main Colors", EditorStyles.boldLabel); + GUILayout.Label ("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel); + + WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial); + WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial); + + EditorGUILayout.Separator (); + + GUILayout.Label ("Main Textures", EditorStyles.boldLabel); + GUILayout.Label ("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel); + + WaterEditorUtility.SetMaterialTexture("_BumpMap",(Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); + if (hasShore) + WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); + + Vector4 animationTiling; + Vector4 animationDirection; + + Vector2 firstTiling; + Vector2 secondTiling; + Vector2 firstDirection; + Vector2 secondDirection; + + animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial); + animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial); + + firstTiling = new Vector2(animationTiling.x*100.0F,animationTiling.y*100.0F); + secondTiling = new Vector2(animationTiling.z*100.0F,animationTiling.w*100.0F); + + firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling); + secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling); + + //firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x); + //firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y); + //secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x); + //secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y); + + firstDirection = new Vector2(animationDirection.x,animationDirection.y); + secondDirection = new Vector2(animationDirection.z,animationDirection.w); + + //firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x); + //firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y); + //secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x); + //secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y); + + firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection); + secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection); + + animationTiling = new Vector4(firstTiling.x/100.0F,firstTiling.y/100.0F, secondTiling.x/100.0F,secondTiling.y/100.0F); + animationDirection = new Vector4(firstDirection.x,firstDirection.y, secondDirection.x,secondDirection.y); + + WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial); + WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial); + + Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial); + Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial); + + EditorGUILayout.Separator (); + + GUILayout.Label ("Normals", EditorStyles.boldLabel); + GUILayout.Label ("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel); + + float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial); + gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F); + WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial); + + displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F); + displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F); + // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f); + + EditorGUILayout.Separator (); + + GUILayout.Label ("Fresnel", EditorStyles.boldLabel); + GUILayout.Label ("Defines reflection to refraction relation", EditorStyles.miniBoldLabel); + + if(!oceanMaterial.HasProperty("_Fresnel")) { + if(oceanMaterial.HasProperty("_FresnelScale")) { + float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F); + WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial); + } + displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F); + displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F); + } + else + { + Texture fresnelTex = (Texture)EditorGUILayout.ObjectField( + "Ramp", + (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel", + oceanMaterial), + typeof(Texture), + false); + WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial); + } + + EditorGUILayout.Separator (); + + WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial); + + if (edgeBlend.boolValue) + { + GUILayout.Label ("Fading", EditorStyles.boldLabel); + + fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f); + if(hasShore) + fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f); + fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f); + + WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial); + } + EditorGUILayout.Separator (); + + if(oceanMaterial.HasProperty("_Foam")) { + GUILayout.Label ("Foam", EditorStyles.boldLabel); + + Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial); + + foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F); + foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F); + + WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial); + } + + serObj.ApplyModifiedProperties(); + } + +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterBaseEditor.cs.meta b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterBaseEditor.cs.meta new file mode 100644 index 0000000..6849312 --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterBaseEditor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9c2c627f6fe3945b39581fc103d32251 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterEditorUtility.cs b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterEditorUtility.cs new file mode 100644 index 0000000..057e2da --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterEditorUtility.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using UnityEditor; + +class WaterEditorUtility +{ + // helper functions to retrieve & set material values + + public static float GetMaterialFloat(System.String name, Material mat) { + return mat.GetFloat(name); + } + public static void SetMaterialFloat(System.String name, float f, Material mat) { + mat.SetFloat(name, f); + } + + public static Color GetMaterialColor(System.String name, Material mat) { + return mat.GetColor(name); + } + public static void SetMaterialColor(System.String name, Color color, Material mat) { + mat.SetColor(name, color); + } + public static Vector4 GetMaterialVector(System.String name, Material mat) { + return mat.GetVector(name); + } + public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) { + mat.SetVector(name, vector); + } + public static Texture GetMaterialTexture(System.String theName, Material mat) { + return mat.GetTexture(theName); + } + public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) { + mat.SetTexture(theName, parameter); + } + + public static Material LocateValidWaterMaterial(Transform parent) + { + if(parent.renderer && parent.renderer.sharedMaterial) + return parent.renderer.sharedMaterial; + foreach( Transform t in parent) + { + if(t.renderer && t.renderer.sharedMaterial) + return t.renderer.sharedMaterial; + } + return null; + } + + public static void CurveGui (System.String name, SerializedObject serObj, Color color) + { + AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f)); + curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f)); + + //if (GUI.changed) { + // AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve); + //((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver); + //} + } + /* + public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve) + { + Debug.Log("AnimationCurveChanged"); + Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel"); + if(!fresnel) + fresnel = new Texture2D(256,1); + + for (int i = 0; i < 256; i++) + { + float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f); + Debug.Log(""+(((float)i)/255.0f) +": "+val); + fresnel.SetPixel(i, 0, new Color(val,val,val,val)); + } + fresnel.Apply(); + + sharedMaterial.SetTexture("_Fresnel", fresnel); + + } */ +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterEditorUtility.cs.meta b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterEditorUtility.cs.meta new file mode 100644 index 0000000..cd22406 --- /dev/null +++ b/SurvivalIsland/Assets/Editor/Water (Pro Only)/Water4/WaterEditorUtility.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f67f2bac30f824d4f8270bb8bb0779df +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Scenes.meta b/SurvivalIsland/Assets/Scenes.meta new file mode 100644 index 0000000..882a61a --- /dev/null +++ b/SurvivalIsland/Assets/Scenes.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 09d1687f585b16a41a3c1e8fea4acbd7 +folderAsset: yes +DefaultImporter: + userData: diff --git 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= true; + +var useFixedUpdate : boolean = true; + +// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. +// Very handy for organization! + +// The current global direction we want the character to move in. +@System.NonSerialized +var inputMoveDirection : Vector3 = Vector3.zero; + +// Is the jump button held down? We use this interface instead of checking +// for the jump button directly so this script can also be used by AIs. +@System.NonSerialized +var inputJump : boolean = false; + +class CharacterMotorMovement { + // The maximum horizontal speed when moving + var maxForwardSpeed : float = 10.0; + var maxSidewaysSpeed : float = 10.0; + var maxBackwardsSpeed : float = 10.0; + + // Curve for multiplying speed based on slope (negative = downwards) + var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0)); + + // How fast does the character change speeds? Higher is faster. + var maxGroundAcceleration : float = 30.0; + var maxAirAcceleration : float = 20.0; + + // The gravity for the character + var gravity : float = 10.0; + var maxFallSpeed : float = 20.0; + + // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. + // Very handy for organization! + + // The last collision flags returned from controller.Move + @System.NonSerialized + var collisionFlags : CollisionFlags; + + // We will keep track of the character's current velocity, + @System.NonSerialized + var velocity : Vector3; + + // This keeps track of our current velocity while we're not grounded + @System.NonSerialized + var frameVelocity : Vector3 = Vector3.zero; + + @System.NonSerialized + var hitPoint : Vector3 = Vector3.zero; + + @System.NonSerialized + var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0); +} + +var movement : CharacterMotorMovement = CharacterMotorMovement(); + +enum MovementTransferOnJump { + None, // The jump is not affected by velocity of floor at all. + InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop. + PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing. + PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor. +} + +// We will contain all the jumping related variables in one helper class for clarity. +class CharacterMotorJumping { + // Can the character jump? + var enabled : boolean = true; + + // How high do we jump when pressing jump and letting go immediately + var baseHeight : float = 1.0; + + // We add extraHeight units (meters) on top when holding the button down longer while jumping + var extraHeight : float = 4.1; + + // How much does the character jump out perpendicular to the surface on walkable surfaces? + // 0 means a fully vertical jump and 1 means fully perpendicular. + var perpAmount : float = 0.0; + + // How much does the character jump out perpendicular to the surface on too steep surfaces? + // 0 means a fully vertical jump and 1 means fully perpendicular. + var steepPerpAmount : float = 0.5; + + // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. + // Very handy for organization! + + // Are we jumping? (Initiated with jump button and not grounded yet) + // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable. + @System.NonSerialized + var jumping : boolean = false; + + @System.NonSerialized + var holdingJumpButton : boolean = false; + + // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.) + @System.NonSerialized + var lastStartTime : float = 0.0; + + @System.NonSerialized + var lastButtonDownTime : float = -100; + + @System.NonSerialized + var jumpDir : Vector3 = Vector3.up; +} + +var jumping : CharacterMotorJumping = CharacterMotorJumping(); + +class CharacterMotorMovingPlatform { + var enabled : boolean = true; + + var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer; + + @System.NonSerialized + var hitPlatform : Transform; + + @System.NonSerialized + var activePlatform : Transform; + + @System.NonSerialized + var activeLocalPoint : Vector3; + + @System.NonSerialized + var activeGlobalPoint : Vector3; + + @System.NonSerialized + var activeLocalRotation : Quaternion; + + @System.NonSerialized + var activeGlobalRotation : Quaternion; + + @System.NonSerialized + var lastMatrix : Matrix4x4; + + @System.NonSerialized + var platformVelocity : Vector3; + + @System.NonSerialized + var newPlatform : boolean; +} + +var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform(); + +class CharacterMotorSliding { + // Does the character slide on too steep surfaces? + var enabled : boolean = true; + + // How fast does the character slide on steep surfaces? + var slidingSpeed : float = 15; + + // How much can the player control the sliding direction? + // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed. + var sidewaysControl : float = 1.0; + + // How much can the player influence the sliding speed? + // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%. + var speedControl : float = 0.4; +} + +var sliding : CharacterMotorSliding = CharacterMotorSliding(); + +@System.NonSerialized +var grounded : boolean = true; + +@System.NonSerialized +var groundNormal : Vector3 = Vector3.zero; + +private var lastGroundNormal : Vector3 = Vector3.zero; + +private var tr : Transform; + +private var controller : CharacterController; + +function Awake () { + controller = GetComponent (CharacterController); + tr = transform; +} + +private function UpdateFunction () { + // We copy the actual velocity into a temporary variable that we can manipulate. + var velocity : Vector3 = movement.velocity; + + // Update velocity based on input + velocity = ApplyInputVelocityChange(velocity); + + // Apply gravity and jumping force + velocity = ApplyGravityAndJumping (velocity); + + // Moving platform support + var moveDistance : Vector3 = Vector3.zero; + if (MoveWithPlatform()) { + var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint); + moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint); + if (moveDistance != Vector3.zero) + controller.Move(moveDistance); + + // Support moving platform rotation as well: + var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation; + var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation); + + var yRotation = rotationDiff.eulerAngles.y; + if (yRotation != 0) { + // Prevent rotation of the local up vector + tr.Rotate(0, yRotation, 0); + } + } + + // Save lastPosition for velocity calculation. + var lastPosition : Vector3 = tr.position; + + // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. + var currentMovementOffset : Vector3 = velocity * Time.deltaTime; + + // Find out how much we need to push towards the ground to avoid loosing grouning + // when walking down a step or over a sharp change in slope. + var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude); + if (grounded) + currentMovementOffset -= pushDownOffset * Vector3.up; + + // Reset variables that will be set by collision function + movingPlatform.hitPlatform = null; + groundNormal = Vector3.zero; + + // Move our character! + movement.collisionFlags = controller.Move (currentMovementOffset); + + movement.lastHitPoint = movement.hitPoint; + lastGroundNormal = groundNormal; + + if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) { + if (movingPlatform.hitPlatform != null) { + movingPlatform.activePlatform = movingPlatform.hitPlatform; + movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix; + movingPlatform.newPlatform = true; + } + } + + // Calculate the velocity based on the current and previous position. + // This means our velocity will only be the amount the character actually moved as a result of collisions. + var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z); + movement.velocity = (tr.position - lastPosition) / Time.deltaTime; + var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z); + + // The CharacterController can be moved in unwanted directions when colliding with things. + // We want to prevent this from influencing the recorded velocity. + if (oldHVelocity == Vector3.zero) { + movement.velocity = new Vector3(0, movement.velocity.y, 0); + } + else { + var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude; + movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up; + } + + if (movement.velocity.y < velocity.y - 0.001) { + if (movement.velocity.y < 0) { + // Something is forcing the CharacterController down faster than it should. + // Ignore this + movement.velocity.y = velocity.y; + } + else { + // The upwards movement of the CharacterController has been blocked. + // This is treated like a ceiling collision - stop further jumping here. + jumping.holdingJumpButton = false; + } + } + + // We were grounded but just loosed grounding + if (grounded && !IsGroundedTest()) { + grounded = false; + + // Apply inertia from platform + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + movement.frameVelocity = movingPlatform.platformVelocity; + movement.velocity += movingPlatform.platformVelocity; + } + + SendMessage("OnFall", SendMessageOptions.DontRequireReceiver); + // We pushed the character down to ensure it would stay on the ground if there was any. + // But there wasn't so now we cancel the downwards offset to make the fall smoother. + tr.position += pushDownOffset * Vector3.up; + } + // We were not grounded but just landed on something + else if (!grounded && IsGroundedTest()) { + grounded = true; + jumping.jumping = false; + SubtractNewPlatformVelocity(); + + SendMessage("OnLand", SendMessageOptions.DontRequireReceiver); + } + + // Moving platforms support + if (MoveWithPlatform()) { + // Use the center of the lower half sphere of the capsule as reference point. + // This works best when the character is standing on moving tilting platforms. + movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius); + movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint); + + // Support moving platform rotation as well: + movingPlatform.activeGlobalRotation = tr.rotation; + movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; + } +} + +function FixedUpdate () { + if (movingPlatform.enabled) { + if (movingPlatform.activePlatform != null) { + if (!movingPlatform.newPlatform) { + var lastVelocity : Vector3 = movingPlatform.platformVelocity; + + movingPlatform.platformVelocity = ( + movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) + - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) + ) / Time.deltaTime; + } + movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix; + movingPlatform.newPlatform = false; + } + else { + movingPlatform.platformVelocity = Vector3.zero; + } + } + + if (useFixedUpdate) + UpdateFunction(); +} + +function Update () { + if (!useFixedUpdate) + UpdateFunction(); +} + +private function ApplyInputVelocityChange (velocity : Vector3) { + if (!canControl) + inputMoveDirection = Vector3.zero; + + // Find desired velocity + var desiredVelocity : Vector3; + if (grounded && TooSteep()) { + // The direction we're sliding in + desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized; + // Find the input movement direction projected onto the sliding direction + var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity); + // Add the sliding direction, the spped control, and the sideways control vectors + desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl; + // Multiply with the sliding speed + desiredVelocity *= sliding.slidingSpeed; + } + else + desiredVelocity = GetDesiredHorizontalVelocity(); + + if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) { + desiredVelocity += movement.frameVelocity; + desiredVelocity.y = 0; + } + + if (grounded) + desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal); + else + velocity.y = 0; + + // Enforce max velocity change + var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime; + var velocityChangeVector : Vector3 = (desiredVelocity - velocity); + if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) { + velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange; + } + // If we're in the air and don't have control, don't apply any velocity change at all. + // If we're on the ground and don't have control we do apply it - it will correspond to friction. + if (grounded || canControl) + velocity += velocityChangeVector; + + if (grounded) { + // When going uphill, the CharacterController will automatically move up by the needed amount. + // Not moving it upwards manually prevent risk of lifting off from the ground. + // When going downhill, DO move down manually, as gravity is not enough on steep hills. + velocity.y = Mathf.Min(velocity.y, 0); + } + + return velocity; +} + +private function ApplyGravityAndJumping (velocity : Vector3) { + + if (!inputJump || !canControl) { + jumping.holdingJumpButton = false; + jumping.lastButtonDownTime = -100; + } + + if (inputJump && jumping.lastButtonDownTime < 0 && canControl) + jumping.lastButtonDownTime = Time.time; + + if (grounded) + velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime; + else { + velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime; + + // When jumping up we don't apply gravity for some time when the user is holding the jump button. + // This gives more control over jump height by pressing the button longer. + if (jumping.jumping && jumping.holdingJumpButton) { + // Calculate the duration that the extra jump force should have effect. + // If we're still less than that duration after the jumping time, apply the force. + if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) { + // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards. + velocity += jumping.jumpDir * movement.gravity * Time.deltaTime; + } + } + + // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity. + velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed); + } + + if (grounded) { + // Jump only if the jump button was pressed down in the last 0.2 seconds. + // We use this check instead of checking if it's pressed down right now + // because players will often try to jump in the exact moment when hitting the ground after a jump + // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence, + // it's confusing and it feels like the game is buggy. + if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) { + grounded = false; + jumping.jumping = true; + jumping.lastStartTime = Time.time; + jumping.lastButtonDownTime = -100; + jumping.holdingJumpButton = true; + + // Calculate the jumping direction + if (TooSteep()) + jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount); + else + jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount); + + // Apply the jumping force to the velocity. Cancel any vertical velocity first. + velocity.y = 0; + velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight); + + // Apply inertia from platform + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + movement.frameVelocity = movingPlatform.platformVelocity; + velocity += movingPlatform.platformVelocity; + } + + SendMessage("OnJump", SendMessageOptions.DontRequireReceiver); + } + else { + jumping.holdingJumpButton = false; + } + } + + return velocity; +} + +function OnControllerColliderHit (hit : ControllerColliderHit) { + if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) { + if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero) + groundNormal = hit.normal; + else + groundNormal = lastGroundNormal; + + movingPlatform.hitPlatform = hit.collider.transform; + movement.hitPoint = hit.point; + movement.frameVelocity = Vector3.zero; + } +} + +private function SubtractNewPlatformVelocity () { + // When landing, subtract the velocity of the new ground from the character's velocity + // since movement in ground is relative to the movement of the ground. + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + // If we landed on a new platform, we have to wait for two FixedUpdates + // before we know the velocity of the platform under the character + if (movingPlatform.newPlatform) { + var platform : Transform = movingPlatform.activePlatform; + yield WaitForFixedUpdate(); + yield WaitForFixedUpdate(); + if (grounded && platform == movingPlatform.activePlatform) + yield 1; + } + movement.velocity -= movingPlatform.platformVelocity; + } +} + +private function MoveWithPlatform () : boolean { + return ( + movingPlatform.enabled + && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) + && movingPlatform.activePlatform != null + ); +} + +private function GetDesiredHorizontalVelocity () { + // Find desired velocity + var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection); + var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection); + if (grounded) { + // Modify max speed on slopes based on slope speed multiplier curve + var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg; + maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle); + } + return tr.TransformDirection(desiredLocalDirection * maxSpeed); +} + +private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 { + var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity); + return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude; +} + +private function IsGroundedTest () { + return (groundNormal.y > 0.01); +} + +function GetMaxAcceleration (grounded : boolean) : float { + // Maximum acceleration on ground and in air + if (grounded) + return movement.maxGroundAcceleration; + else + return movement.maxAirAcceleration; +} + +function CalculateJumpVerticalSpeed (targetJumpHeight : float) { + // From the jump height and gravity we deduce the upwards speed + // for the character to reach at the apex. + return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); +} + +function IsJumping () { + return jumping.jumping; +} + +function IsSliding () { + return (grounded && sliding.enabled && TooSteep()); +} + +function IsTouchingCeiling () { + return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; +} + +function IsGrounded () { + return grounded; +} + +function TooSteep () { + return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)); +} + +function GetDirection () { + return inputMoveDirection; +} + +function SetControllable (controllable : boolean) { + canControl = controllable; +} + +// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed. +// The function returns the length of the resulting vector. +function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float { + if (desiredMovementDirection == Vector3.zero) + return 0; + else { + var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; + var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized; + var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed; + return length; + } +} + +function SetVelocity (velocity : Vector3) { + grounded = false; + movement.velocity = velocity; + movement.frameVelocity = Vector3.zero; + SendMessage("OnExternalVelocity"); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterController) +@script AddComponentMenu ("Character/Character Motor") diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta new file mode 100644 index 0000000..3edc737 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0ab79d7f243824f5d9826bd83522c8df +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js new file mode 100644 index 0000000..c93deed --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js @@ -0,0 +1,37 @@ +private var motor : CharacterMotor; + +// Use this for initialization +function Awake () { + motor = GetComponent(CharacterMotor); +} + +// Update is called once per frame +function Update () { + // Get the input vector from keyboard or analog stick + var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); + + if (directionVector != Vector3.zero) { + // Get the length of the directon vector and then normalize it + // Dividing by the length is cheaper than normalizing when we already have the length anyway + var directionLength = directionVector.magnitude; + directionVector = directionVector / directionLength; + + // Make sure the length is no bigger than 1 + directionLength = Mathf.Min(1, directionLength); + + // Make the input vector more sensitive towards the extremes and less sensitive in the middle + // This makes it easier to control slow speeds when using analog sticks + directionLength = directionLength * directionLength; + + // Multiply the normalized direction vector by the modified length + directionVector = directionVector * directionLength; + } + + // Apply the direction to the CharacterMotor + motor.inputMoveDirection = transform.rotation * directionVector; + motor.inputJump = Input.GetButton("Jump"); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterMotor) +@script AddComponentMenu ("Character/FPS Input Controller") diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta new file mode 100644 index 0000000..64cb130 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 60bca8f58a0b8478e946e6e86658cb29 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs new file mode 100644 index 0000000..84dc566 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs @@ -0,0 +1,63 @@ +using UnityEngine; +using System.Collections; + +/// MouseLook rotates the transform based on the mouse delta. +/// Minimum and Maximum values can be used to constrain the possible rotation + +/// To make an FPS style character: +/// - Create a capsule. +/// - Add the MouseLook script to the capsule. +/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) +/// - Add FPSInputController script to the capsule +/// -> A CharacterMotor and a CharacterController component will be automatically added. + +/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. +/// - Add a MouseLook script to the camera. +/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) +[AddComponentMenu("Camera-Control/Mouse Look")] +public class MouseLook : MonoBehaviour { + + public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } + public RotationAxes axes = RotationAxes.MouseXAndY; + public float sensitivityX = 15F; + public float sensitivityY = 15F; + + public float minimumX = -360F; + public float maximumX = 360F; + + public float minimumY = -60F; + public float maximumY = 60F; + + float rotationY = 0F; + + void Update () + { + if (axes == RotationAxes.MouseXAndY) + { + float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; + + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); + } + else if (axes == RotationAxes.MouseX) + { + transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); + } + else + { + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); + } + } + + void Start () + { + // Make the rigid body not change rotation + if (GetComponent()) + GetComponent().freezeRotation = true; + } +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta new file mode 100644 index 0000000..9ab645e --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 68ec2fe99d1108b9d0006a298d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js new file mode 100644 index 0000000..b700430 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js @@ -0,0 +1,68 @@ +// This makes the character turn to face the current movement speed per default. +var autoRotate : boolean = true; +var maxRotationSpeed : float = 360; + +private var motor : CharacterMotor; + +// Use this for initialization +function Awake () { + motor = GetComponent(CharacterMotor); +} + +// Update is called once per frame +function Update () { + // Get the input vector from keyboard or analog stick + var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0); + + if (directionVector != Vector3.zero) { + // Get the length of the directon vector and then normalize it + // Dividing by the length is cheaper than normalizing when we already have the length anyway + var directionLength = directionVector.magnitude; + directionVector = directionVector / directionLength; + + // Make sure the length is no bigger than 1 + directionLength = Mathf.Min(1, directionLength); + + // Make the input vector more sensitive towards the extremes and less sensitive in the middle + // This makes it easier to control slow speeds when using analog sticks + directionLength = directionLength * directionLength; + + // Multiply the normalized direction vector by the modified length + directionVector = directionVector * directionLength; + } + + // Rotate the input vector into camera space so up is camera's up and right is camera's right + directionVector = Camera.main.transform.rotation * directionVector; + + // Rotate input vector to be perpendicular to character's up vector + var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up); + directionVector = (camToCharacterSpace * directionVector); + + // Apply the direction to the CharacterMotor + motor.inputMoveDirection = directionVector; + motor.inputJump = Input.GetButton("Jump"); + + // Set rotation to the move direction + if (autoRotate && directionVector.sqrMagnitude > 0.01) { + var newForward : Vector3 = ConstantSlerp( + transform.forward, + directionVector, + maxRotationSpeed * Time.deltaTime + ); + newForward = ProjectOntoPlane(newForward, transform.up); + transform.rotation = Quaternion.LookRotation(newForward, transform.up); + } +} + +function ProjectOntoPlane (v : Vector3, normal : Vector3) { + return v - Vector3.Project(v, normal); +} + +function ConstantSlerp (from : Vector3, to : Vector3, angle : float) { + var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to)); + return Vector3.Slerp(from, to, value); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterMotor) +@script AddComponentMenu ("Character/Platform Input Controller") diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js.meta b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js.meta new file mode 100644 index 0000000..b128e0f --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da93ddd6928094e24bb1f3f665f143d3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js new file mode 100644 index 0000000..028becc --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js @@ -0,0 +1,230 @@ + + +var cameraTransform : Transform; +private var _target : Transform; + +// The distance in the x-z plane to the target + +var distance = 7.0; + +// the height we want the camera to be above the target +var height = 3.0; + +var angularSmoothLag = 0.3; +var angularMaxSpeed = 15.0; + +var heightSmoothLag = 0.3; + +var snapSmoothLag = 0.2; +var snapMaxSpeed = 720.0; + +var clampHeadPositionScreenSpace = 0.75; + +var lockCameraTimeout = 0.2; + +private var headOffset = Vector3.zero; +private var centerOffset = Vector3.zero; + +private var heightVelocity = 0.0; +private var angleVelocity = 0.0; +private var snap = false; +private var controller : ThirdPersonController; +private var targetHeight = 100000.0; + +function Awake () +{ + if(!cameraTransform && Camera.main) + cameraTransform = Camera.main.transform; + if(!cameraTransform) { + Debug.Log("Please assign a camera to the ThirdPersonCamera script."); + enabled = false; + } + + + _target = transform; + if (_target) + { + controller = _target.GetComponent(ThirdPersonController); + } + + if (controller) + { + var characterController : CharacterController = _target.GetComponent.(); + centerOffset = characterController.bounds.center - _target.position; + headOffset = centerOffset; + headOffset.y = characterController.bounds.max.y - _target.position.y; + } + else + Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached."); + + + Cut(_target, centerOffset); +} + +function DebugDrawStuff () +{ + Debug.DrawLine(_target.position, _target.position + headOffset); + +} + +function AngleDistance (a : float, b : float) +{ + a = Mathf.Repeat(a, 360); + b = Mathf.Repeat(b, 360); + + return Mathf.Abs(b - a); +} + +function Apply (dummyTarget : Transform, dummyCenter : Vector3) +{ + // Early out if we don't have a target + if (!controller) + return; + + var targetCenter = _target.position + centerOffset; + var targetHead = _target.position + headOffset; + +// DebugDrawStuff(); + + // Calculate the current & target rotation angles + var originalTargetAngle = _target.eulerAngles.y; + var currentAngle = cameraTransform.eulerAngles.y; + + // Adjust real target angle when camera is locked + var targetAngle = originalTargetAngle; + + // When pressing Fire2 (alt) the camera will snap to the target direction real quick. + // It will stop snapping when it reaches the target + if (Input.GetButton("Fire2")) + snap = true; + + if (snap) + { + // We are close to the target, so we can stop snapping now! + if (AngleDistance (currentAngle, originalTargetAngle) < 3.0) + snap = false; + + currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed); + } + // Normal camera motion + else + { + if (controller.GetLockCameraTimer () < lockCameraTimeout) + { + targetAngle = currentAngle; + } + + // Lock the camera when moving backwards! + // * It is really confusing to do 180 degree spins when turning around. + if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ()) + targetAngle += 180; + + currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed); + } + + + // When jumping don't move camera upwards but only down! + if (controller.IsJumping ()) + { + // We'd be moving the camera upwards, do that only if it's really high + var newTargetHeight = targetCenter.y + height; + if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5) + targetHeight = targetCenter.y + height; + } + // When walking always update the target height + else + { + targetHeight = targetCenter.y + height; + } + + // Damp the height + var currentHeight = cameraTransform.position.y; + currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag); + + // Convert the angle into a rotation, by which we then reposition the camera + var currentRotation = Quaternion.Euler (0, currentAngle, 0); + + // Set the position of the camera on the x-z plane to: + // distance meters behind the target + cameraTransform.position = targetCenter; + cameraTransform.position += currentRotation * Vector3.back * distance; + + // Set the height of the camera + cameraTransform.position.y = currentHeight; + + // Always look at the target + SetUpRotation(targetCenter, targetHead); +} + +function LateUpdate () { + Apply (transform, Vector3.zero); +} + +function Cut (dummyTarget : Transform, dummyCenter : Vector3) +{ + var oldHeightSmooth = heightSmoothLag; + var oldSnapMaxSpeed = snapMaxSpeed; + var oldSnapSmooth = snapSmoothLag; + + snapMaxSpeed = 10000; + snapSmoothLag = 0.001; + heightSmoothLag = 0.001; + + snap = true; + Apply (transform, Vector3.zero); + + heightSmoothLag = oldHeightSmooth; + snapMaxSpeed = oldSnapMaxSpeed; + snapSmoothLag = oldSnapSmooth; +} + +function SetUpRotation (centerPos : Vector3, headPos : Vector3) +{ + // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course. + // * When jumping up and down we don't want to center the guy in screen space. + // This is important to give a feel for how high you jump and avoiding large camera movements. + // + // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth. + // + // So here is what we will do: + // + // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis + // 2. When grounded we make him be centered + // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold + // 4. When landing we smoothly interpolate towards centering him on screen + var cameraPos = cameraTransform.position; + var offsetToCenter = centerPos - cameraPos; + + // Generate base rotation only around y-axis + var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z)); + + var relativeOffset = Vector3.forward * distance + Vector3.down * height; + cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset); + + // Calculate the projected center position and top position in world space + var centerRay = cameraTransform.GetComponent.().ViewportPointToRay(Vector3(.5, 0.5, 1)); + var topRay = cameraTransform.GetComponent.().ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1)); + + var centerRayPos = centerRay.GetPoint(distance); + var topRayPos = topRay.GetPoint(distance); + + var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction); + + var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y); + + var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y); + if (extraLookAngle < centerToTopAngle) + { + extraLookAngle = 0; + } + else + { + extraLookAngle = extraLookAngle - centerToTopAngle; + cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0); + } +} + +function GetCenterOffset () +{ + return centerOffset; +} diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js.meta b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js.meta new file mode 100644 index 0000000..e458523 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0b167d00b3108411a8a963cba5ddde1b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonController.js b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonController.js new file mode 100644 index 0000000..219b84d --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonController.js @@ -0,0 +1,440 @@ + +// Require a character controller to be attached to the same game object +@script RequireComponent(CharacterController) + +public var idleAnimation : AnimationClip; +public var walkAnimation : AnimationClip; +public var runAnimation : AnimationClip; +public var jumpPoseAnimation : AnimationClip; + +public var walkMaxAnimationSpeed : float = 0.75; +public var trotMaxAnimationSpeed : float = 1.0; +public var runMaxAnimationSpeed : float = 1.0; +public var jumpAnimationSpeed : float = 1.15; +public var landAnimationSpeed : float = 1.0; + +private var _animation : Animation; + +enum CharacterState { + Idle = 0, + Walking = 1, + Trotting = 2, + Running = 3, + Jumping = 4, +} + +private var _characterState : CharacterState; + +// The speed when walking +var walkSpeed = 2.0; +// after trotAfterSeconds of walking we trot with trotSpeed +var trotSpeed = 4.0; +// when pressing "Fire3" button (cmd) we start running +var runSpeed = 6.0; + +var inAirControlAcceleration = 3.0; + +// How high do we jump when pressing jump and letting go immediately +var jumpHeight = 0.5; + +// The gravity for the character +var gravity = 20.0; +// The gravity in controlled descent mode +var speedSmoothing = 10.0; +var rotateSpeed = 500.0; +var trotAfterSeconds = 3.0; + +var canJump = true; + +private var jumpRepeatTime = 0.05; +private var jumpTimeout = 0.15; +private var groundedTimeout = 0.25; + +// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around. +private var lockCameraTimer = 0.0; + +// The current move direction in x-z +private var moveDirection = Vector3.zero; +// The current vertical speed +private var verticalSpeed = 0.0; +// The current x-z move speed +private var moveSpeed = 0.0; + +// The last collision flags returned from controller.Move +private var collisionFlags : CollisionFlags; + +// Are we jumping? (Initiated with jump button and not grounded yet) +private var jumping = false; +private var jumpingReachedApex = false; + +// Are we moving backwards (This locks the camera to not do a 180 degree spin) +private var movingBack = false; +// Is the user pressing any keys? +private var isMoving = false; +// When did the user start walking (Used for going into trot after a while) +private var walkTimeStart = 0.0; +// Last time the jump button was clicked down +private var lastJumpButtonTime = -10.0; +// Last time we performed a jump +private var lastJumpTime = -1.0; + + +// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.) +private var lastJumpStartHeight = 0.0; + + +private var inAirVelocity = Vector3.zero; + +private var lastGroundedTime = 0.0; + + +private var isControllable = true; + +function Awake () +{ + moveDirection = transform.TransformDirection(Vector3.forward); + + _animation = GetComponent(Animation); + if(!_animation) + Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird."); + + /* +public var idleAnimation : AnimationClip; +public var walkAnimation : AnimationClip; +public var runAnimation : AnimationClip; +public var jumpPoseAnimation : AnimationClip; + */ + if(!idleAnimation) { + _animation = null; + Debug.Log("No idle animation found. Turning off animations."); + } + if(!walkAnimation) { + _animation = null; + Debug.Log("No walk animation found. Turning off animations."); + } + if(!runAnimation) { + _animation = null; + Debug.Log("No run animation found. Turning off animations."); + } + if(!jumpPoseAnimation && canJump) { + _animation = null; + Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations."); + } + +} + + +function UpdateSmoothedMovementDirection () +{ + var cameraTransform = Camera.main.transform; + var grounded = IsGrounded(); + + // Forward vector relative to the camera along the x-z plane + var forward = cameraTransform.TransformDirection(Vector3.forward); + forward.y = 0; + forward = forward.normalized; + + // Right vector relative to the camera + // Always orthogonal to the forward vector + var right = Vector3(forward.z, 0, -forward.x); + + var v = Input.GetAxisRaw("Vertical"); + var h = Input.GetAxisRaw("Horizontal"); + + // Are we moving backwards or looking backwards + if (v < -0.2) + movingBack = true; + else + movingBack = false; + + var wasMoving = isMoving; + isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1; + + // Target direction relative to the camera + var targetDirection = h * right + v * forward; + + // Grounded controls + if (grounded) + { + // Lock camera for short period when transitioning moving & standing still + lockCameraTimer += Time.deltaTime; + if (isMoving != wasMoving) + lockCameraTimer = 0.0; + + // We store speed and direction seperately, + // so that when the character stands still we still have a valid forward direction + // moveDirection is always normalized, and we only update it if there is user input. + if (targetDirection != Vector3.zero) + { + // If we are really slow, just snap to the target direction + if (moveSpeed < walkSpeed * 0.9 && grounded) + { + moveDirection = targetDirection.normalized; + } + // Otherwise smoothly turn towards it + else + { + moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000); + + moveDirection = moveDirection.normalized; + } + } + + // Smooth the speed based on the current target direction + var curSmooth = speedSmoothing * Time.deltaTime; + + // Choose target speed + //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways + var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0); + + _characterState = CharacterState.Idle; + + // Pick speed modifier + if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift)) + { + targetSpeed *= runSpeed; + _characterState = CharacterState.Running; + } + else if (Time.time - trotAfterSeconds > walkTimeStart) + { + targetSpeed *= trotSpeed; + _characterState = CharacterState.Trotting; + } + else + { + targetSpeed *= walkSpeed; + _characterState = CharacterState.Walking; + } + + moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth); + + // Reset walk time start when we slow down + if (moveSpeed < walkSpeed * 0.3) + walkTimeStart = Time.time; + } + // In air controls + else + { + // Lock camera while in air + if (jumping) + lockCameraTimer = 0.0; + + if (isMoving) + inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration; + } + + + +} + + +function ApplyJumping () +{ + // Prevent jumping too fast after each other + if (lastJumpTime + jumpRepeatTime > Time.time) + return; + + if (IsGrounded()) { + // Jump + // - Only when pressing the button down + // - With a timeout so you can press the button slightly before landing + if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) { + verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight); + SendMessage("DidJump", SendMessageOptions.DontRequireReceiver); + } + } +} + + +function ApplyGravity () +{ + if (isControllable) // don't move player at all if not controllable. + { + // Apply gravity + var jumpButton = Input.GetButton("Jump"); + + + // When we reach the apex of the jump we send out a message + if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0) + { + jumpingReachedApex = true; + SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver); + } + + if (IsGrounded ()) + verticalSpeed = 0.0; + else + verticalSpeed -= gravity * Time.deltaTime; + } +} + +function CalculateJumpVerticalSpeed (targetJumpHeight : float) +{ + // From the jump height and gravity we deduce the upwards speed + // for the character to reach at the apex. + return Mathf.Sqrt(2 * targetJumpHeight * gravity); +} + +function DidJump () +{ + jumping = true; + jumpingReachedApex = false; + lastJumpTime = Time.time; + lastJumpStartHeight = transform.position.y; + lastJumpButtonTime = -10; + + _characterState = CharacterState.Jumping; +} + +function Update() { + + if (!isControllable) + { + // kill all inputs if not controllable. + Input.ResetInputAxes(); + } + + if (Input.GetButtonDown ("Jump")) + { + lastJumpButtonTime = Time.time; + } + + UpdateSmoothedMovementDirection(); + + // Apply gravity + // - extra power jump modifies gravity + // - controlledDescent mode modifies gravity + ApplyGravity (); + + // Apply jumping logic + ApplyJumping (); + + // Calculate actual motion + var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity; + movement *= Time.deltaTime; + + // Move the controller + var controller : CharacterController = GetComponent(CharacterController); + collisionFlags = controller.Move(movement); + + // ANIMATION sector + if(_animation) { + if(_characterState == CharacterState.Jumping) + { + if(!jumpingReachedApex) { + _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed; + _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; + _animation.CrossFade(jumpPoseAnimation.name); + } else { + _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed; + _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; + _animation.CrossFade(jumpPoseAnimation.name); + } + } + else + { + if(controller.velocity.sqrMagnitude < 0.1) { + _animation.CrossFade(idleAnimation.name); + } + else + { + if(_characterState == CharacterState.Running) { + _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed); + _animation.CrossFade(runAnimation.name); + } + else if(_characterState == CharacterState.Trotting) { + _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed); + _animation.CrossFade(walkAnimation.name); + } + else if(_characterState == CharacterState.Walking) { + _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed); + _animation.CrossFade(walkAnimation.name); + } + + } + } + } + // ANIMATION sector + + // Set rotation to the move direction + if (IsGrounded()) + { + + transform.rotation = Quaternion.LookRotation(moveDirection); + + } + else + { + var xzMove = movement; + xzMove.y = 0; + if (xzMove.sqrMagnitude > 0.001) + { + transform.rotation = Quaternion.LookRotation(xzMove); + } + } + + // We are in jump mode but just became grounded + if (IsGrounded()) + { + lastGroundedTime = Time.time; + inAirVelocity = Vector3.zero; + if (jumping) + { + jumping = false; + SendMessage("DidLand", SendMessageOptions.DontRequireReceiver); + } + } +} + +function OnControllerColliderHit (hit : 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Assets/Water (Pro Only)/Sources/Scripts/Water.cs new file mode 100644 index 0000000..2f298f3 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs @@ -0,0 +1,369 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +[ExecuteInEditMode] // Make water live-update even when not in play mode +public class Water : MonoBehaviour +{ + public enum WaterMode { + Simple = 0, + Reflective = 1, + Refractive = 2, + }; + public WaterMode m_WaterMode = WaterMode.Refractive; + public bool m_DisablePixelLights = true; + public int m_TextureSize = 256; + public float m_ClipPlaneOffset = 0.07f; + + public LayerMask m_ReflectLayers = -1; + public LayerMask m_RefractLayers = -1; + + private Dictionary m_ReflectionCameras = new Dictionary(); // Camera -> Camera table + private Dictionary m_RefractionCameras = new Dictionary(); // Camera -> Camera table + + private RenderTexture m_ReflectionTexture = null; + private RenderTexture m_RefractionTexture = null; + private WaterMode m_HardwareWaterSupport = WaterMode.Refractive; + private int m_OldReflectionTextureSize = 0; + private int m_OldRefractionTextureSize = 0; + + private static bool s_InsideWater = false; + + // This is called when it's known that the object will be rendered by some + // camera. We render reflections / refractions and do other updates here. + // Because the script executes in edit mode, reflections for the scene view + // camera will just work! + public void OnWillRenderObject() + { + if( !enabled || !renderer || !renderer.sharedMaterial || !renderer.enabled ) + return; + + Camera cam = Camera.current; + if( !cam ) + return; + + // Safeguard from recursive water reflections. + if( s_InsideWater ) + return; + s_InsideWater = true; + + // Actual water rendering mode depends on both the current setting AND + // the hardware support. There's no point in rendering refraction textures + // if they won't be visible in the end. + m_HardwareWaterSupport = FindHardwareWaterSupport(); + WaterMode mode = GetWaterMode(); + + Camera reflectionCamera, refractionCamera; + CreateWaterObjects( cam, out reflectionCamera, out refractionCamera ); + + // find out the reflection plane: position and normal in world space + Vector3 pos = transform.position; + Vector3 normal = transform.up; + + // Optionally disable pixel lights for reflection/refraction + int oldPixelLightCount = QualitySettings.pixelLightCount; + if( m_DisablePixelLights ) + QualitySettings.pixelLightCount = 0; + + UpdateCameraModes( cam, reflectionCamera ); + UpdateCameraModes( cam, refractionCamera ); + + // Render reflection if needed + if( mode >= WaterMode.Reflective ) + { + // Reflect camera around reflection plane + float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset; + Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d); + + Matrix4x4 reflection = Matrix4x4.zero; + CalculateReflectionMatrix (ref reflection, reflectionPlane); + Vector3 oldpos = cam.transform.position; + Vector3 newpos = reflection.MultiplyPoint( oldpos ); + reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f ); + reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); + + reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer + reflectionCamera.targetTexture = m_ReflectionTexture; + GL.SetRevertBackfacing (true); + reflectionCamera.transform.position = newpos; + Vector3 euler = cam.transform.eulerAngles; + reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); + reflectionCamera.Render(); + reflectionCamera.transform.position = oldpos; + GL.SetRevertBackfacing (false); + renderer.sharedMaterial.SetTexture( "_ReflectionTex", m_ReflectionTexture ); + } + + // Render refraction + if( mode >= WaterMode.Refractive ) + { + refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane( refractionCamera, pos, normal, -1.0f ); + refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); + + refractionCamera.cullingMask = ~(1<<4) & m_RefractLayers.value; // never render water layer + refractionCamera.targetTexture = m_RefractionTexture; + refractionCamera.transform.position = cam.transform.position; + refractionCamera.transform.rotation = cam.transform.rotation; + refractionCamera.Render(); + renderer.sharedMaterial.SetTexture( "_RefractionTex", m_RefractionTexture ); + } + + // Restore pixel light count + if( m_DisablePixelLights ) + QualitySettings.pixelLightCount = oldPixelLightCount; + + // Setup shader keywords based on water mode + switch( mode ) + { + case WaterMode.Simple: + Shader.EnableKeyword( "WATER_SIMPLE" ); + Shader.DisableKeyword( "WATER_REFLECTIVE" ); + Shader.DisableKeyword( "WATER_REFRACTIVE" ); + break; + case WaterMode.Reflective: + Shader.DisableKeyword( "WATER_SIMPLE" ); + Shader.EnableKeyword( "WATER_REFLECTIVE" ); + Shader.DisableKeyword( "WATER_REFRACTIVE" ); + break; + case WaterMode.Refractive: + Shader.DisableKeyword( "WATER_SIMPLE" ); + Shader.DisableKeyword( "WATER_REFLECTIVE" ); + Shader.EnableKeyword( "WATER_REFRACTIVE" ); + break; + } + + s_InsideWater = false; + } + + + // Cleanup all the objects we possibly have created + void OnDisable() + { + if( m_ReflectionTexture ) { + DestroyImmediate( m_ReflectionTexture ); + m_ReflectionTexture = null; + } + if( m_RefractionTexture ) { + DestroyImmediate( m_RefractionTexture ); + m_RefractionTexture = null; + } + foreach (KeyValuePair kvp in m_ReflectionCameras) + DestroyImmediate( (kvp.Value).gameObject ); + m_ReflectionCameras.Clear(); + foreach (KeyValuePair kvp in m_RefractionCameras) + DestroyImmediate( (kvp.Value).gameObject ); + m_RefractionCameras.Clear(); + } + + + // This just sets up some matrices in the material; for really + // old cards to make water texture scroll. + void Update() + { + if( !renderer ) + return; + Material mat = renderer.sharedMaterial; + if( !mat ) + return; + + Vector4 waveSpeed = mat.GetVector( "WaveSpeed" ); + float waveScale = mat.GetFloat( "_WaveScale" ); + Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f); + + // Time since level load, and do intermediate calculations with doubles + double t = Time.timeSinceLevelLoad / 20.0; + Vector4 offsetClamped = new Vector4( + (float)System.Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0), + (float)System.Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0), + (float)System.Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0), + (float)System.Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0) + ); + + mat.SetVector( "_WaveOffset", offsetClamped ); + mat.SetVector( "_WaveScale4", waveScale4 ); + + Vector3 waterSize = renderer.bounds.size; + Vector3 scale = new Vector3( waterSize.x*waveScale4.x, waterSize.z*waveScale4.y, 1 ); + Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale ); + mat.SetMatrix( "_WaveMatrix", scrollMatrix ); + + scale = new Vector3( waterSize.x*waveScale4.z, waterSize.z*waveScale4.w, 1 ); + scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale ); + mat.SetMatrix( "_WaveMatrix2", scrollMatrix ); + } + + private void UpdateCameraModes( Camera src, Camera dest ) + { + if( dest == null ) + return; + // set water camera to clear the same way as current camera + dest.clearFlags = src.clearFlags; + dest.backgroundColor = src.backgroundColor; + if( src.clearFlags == CameraClearFlags.Skybox ) + { + Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox; + Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; + if( !sky || !sky.material ) + { + mysky.enabled = false; + } + else + { + mysky.enabled = true; + mysky.material = sky.material; + } + } + // update other values to match current camera. + // even if we are supplying custom camera&projection matrices, + // some of values are used elsewhere (e.g. skybox uses far plane) + dest.farClipPlane = src.farClipPlane; + dest.nearClipPlane = src.nearClipPlane; + dest.orthographic = src.orthographic; + dest.fieldOfView = src.fieldOfView; + dest.aspect = src.aspect; + dest.orthographicSize = src.orthographicSize; + } + + // On-demand create any objects we need for water + private void CreateWaterObjects( Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera ) + { + WaterMode mode = GetWaterMode(); + + reflectionCamera = null; + refractionCamera = null; + + if( mode >= WaterMode.Reflective ) + { + // Reflection render texture + if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize ) + { + if( m_ReflectionTexture ) + DestroyImmediate( m_ReflectionTexture ); + m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 ); + m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID(); + m_ReflectionTexture.isPowerOfTwo = true; + m_ReflectionTexture.hideFlags = HideFlags.DontSave; + m_OldReflectionTextureSize = m_TextureSize; + } + + // Camera for reflection + m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera); + if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = new GameObject( "Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) ); + reflectionCamera = go.camera; + reflectionCamera.enabled = false; + reflectionCamera.transform.position = transform.position; + reflectionCamera.transform.rotation = transform.rotation; + reflectionCamera.gameObject.AddComponent("FlareLayer"); + go.hideFlags = HideFlags.HideAndDontSave; + m_ReflectionCameras[currentCamera] = reflectionCamera; + } + } + + if( mode >= WaterMode.Refractive ) + { + // Refraction render texture + if( !m_RefractionTexture || m_OldRefractionTextureSize != m_TextureSize ) + { + if( m_RefractionTexture ) + DestroyImmediate( m_RefractionTexture ); + m_RefractionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 ); + m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID(); + m_RefractionTexture.isPowerOfTwo = true; + m_RefractionTexture.hideFlags = HideFlags.DontSave; + m_OldRefractionTextureSize = m_TextureSize; + } + + // Camera for refraction + m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera); + if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = new GameObject( "Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) ); + refractionCamera = go.camera; + refractionCamera.enabled = false; + refractionCamera.transform.position = transform.position; + refractionCamera.transform.rotation = transform.rotation; + refractionCamera.gameObject.AddComponent("FlareLayer"); + go.hideFlags = HideFlags.HideAndDontSave; + m_RefractionCameras[currentCamera] = refractionCamera; + } + } + } + + private WaterMode GetWaterMode() + { + if( m_HardwareWaterSupport < m_WaterMode ) + return m_HardwareWaterSupport; + else + return m_WaterMode; + } + + private WaterMode FindHardwareWaterSupport() + { + if( !SystemInfo.supportsRenderTextures || !renderer ) + return WaterMode.Simple; + + Material mat = renderer.sharedMaterial; + if( !mat ) + return WaterMode.Simple; + + string mode = mat.GetTag("WATERMODE", false); + if( mode == "Refractive" ) + return WaterMode.Refractive; + if( mode == "Reflective" ) + return WaterMode.Reflective; + + return WaterMode.Simple; + } + + // Extended sign: returns -1, 0 or 1 based on sign of a + private static float sgn(float a) + { + if (a > 0.0f) return 1.0f; + if (a < 0.0f) return -1.0f; + return 0.0f; + } + + // Given position/normal of the plane, calculates plane in camera space. + private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * m_ClipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint( offsetPos ); + Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign; + return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) ); + } + + // Calculates reflection matrix around the given plane + private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane) + { + reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]); + reflectionMat.m01 = ( - 2F*plane[0]*plane[1]); + reflectionMat.m02 = ( - 2F*plane[0]*plane[2]); + reflectionMat.m03 = ( - 2F*plane[3]*plane[0]); + + reflectionMat.m10 = ( - 2F*plane[1]*plane[0]); + reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]); + reflectionMat.m12 = ( - 2F*plane[1]*plane[2]); + reflectionMat.m13 = ( - 2F*plane[3]*plane[1]); + + reflectionMat.m20 = ( - 2F*plane[2]*plane[0]); + reflectionMat.m21 = ( - 2F*plane[2]*plane[1]); + reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]); + reflectionMat.m23 = ( - 2F*plane[3]*plane[2]); + + reflectionMat.m30 = 0F; + reflectionMat.m31 = 0F; + reflectionMat.m32 = 0F; + reflectionMat.m33 = 1F; + } +} diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs.meta new file mode 100644 index 0000000..1517591 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Shaders.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Shaders.meta new file mode 100644 index 0000000..f6d54ca --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Shaders.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: e70b47c0cfc1d4b12a3c663d7582a523 +folderAsset: yes +DefaultImporter: + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Shaders/FX-Water.shader b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Shaders/FX-Water.shader new file mode 100644 index 0000000..074ab95 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Sources/Shaders/FX-Water.shader @@ -0,0 +1,211 @@ +Shader "FX/Water" { +Properties { + _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063 + _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 + _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 + _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) + _Fresnel ("Fresnel (A) ", 2D) = "gray" {} + _BumpMap ("Normalmap ", 2D) = "bump" {} + WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) + _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} + _ReflectiveColorCube ("Reflective color cube (RGB) fresnel (A)", Cube) = "" { TexGen CubeReflect } + _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1) + _MainTex ("Fallback texture", 2D) = "" {} + _ReflectionTex ("Internal Reflection", 2D) = "" {} + _RefractionTex ("Internal Refraction", 2D) = "" {} +} + + +// ----------------------------------------------------------- +// Fragment program cards + + +Subshader { + Tags { "WaterMode"="Refractive" "RenderType"="Opaque" } + Pass { +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma fragmentoption ARB_precision_hint_fastest +#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +#define HAS_REFLECTION 1 +#endif +#if defined (WATER_REFRACTIVE) +#define HAS_REFRACTION 1 +#endif + + +#include "UnityCG.cginc" + +uniform float4 _WaveScale4; +uniform float4 _WaveOffset; + +#if HAS_REFLECTION +uniform float _ReflDistort; +#endif +#if HAS_REFRACTION +uniform float _RefrDistort; +#endif + +struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; +}; + +struct v2f { + float4 pos : SV_POSITION; + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + float4 ref : TEXCOORD0; + float2 bumpuv0 : TEXCOORD1; + float2 bumpuv1 : TEXCOORD2; + float3 viewDir : TEXCOORD3; + #else + float2 bumpuv0 : TEXCOORD0; + float2 bumpuv1 : TEXCOORD1; + float3 viewDir : TEXCOORD2; + #endif + +}; + +v2f vert(appdata v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + // scroll bump waves + float4 temp; + temp.xyzw = v.vertex.xzxz * _WaveScale4 / unity_Scale.w + _WaveOffset; + o.bumpuv0 = temp.xy; + o.bumpuv1 = temp.wz; + + // object space view direction (will normalize per pixel) + o.viewDir.xzy = ObjSpaceViewDir(v.vertex); + + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + o.ref = ComputeScreenPos(o.pos); + #endif + + return o; +} + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +sampler2D _ReflectionTex; +#endif +#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE) +sampler2D _ReflectiveColor; +#endif +#if defined (WATER_REFRACTIVE) +sampler2D _Fresnel; +sampler2D _RefractionTex; +uniform float4 _RefrColor; +#endif +#if defined (WATER_SIMPLE) +uniform float4 _HorizonColor; +#endif +sampler2D _BumpMap; + +half4 frag( v2f i ) : SV_Target +{ + i.viewDir = normalize(i.viewDir); + + // combine two scrolling bumpmaps into one + half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb; + half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb; + half3 bump = (bump1 + bump2) * 0.5; + + // fresnel factor + half fresnelFac = dot( i.viewDir, bump ); + + // perturb reflection/refraction UVs by bumpmap, and lookup colors + + #if HAS_REFLECTION + float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort; + half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) ); + #endif + #if HAS_REFRACTION + float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort; + half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor; + #endif + + // final color is between refracted and reflected based on fresnel + half4 color; + + #if defined(WATER_REFRACTIVE) + half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) ); + color = lerp( refr, refl, fresnel ); + #endif + + #if defined(WATER_REFLECTIVE) + half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); + color.rgb = lerp( water.rgb, refl.rgb, water.a ); + color.a = refl.a * water.a; + #endif + + #if defined(WATER_SIMPLE) + half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); + color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a ); + color.a = _HorizonColor.a; + #endif + + return color; +} +ENDCG + + } +} + +// ----------------------------------------------------------- +// Old cards + +// three texture, cubemaps +Subshader { + Tags { "WaterMode"="Simple" "RenderType"="Opaque" } + Pass { + Color (0.5,0.5,0.5,0.5) + SetTexture [_MainTex] { + Matrix [_WaveMatrix] + combine texture * primary + } + SetTexture [_MainTex] { + Matrix [_WaveMatrix2] + combine texture * primary + previous + } + SetTexture [_ReflectiveColorCube] { + combine texture +- previous, primary + Matrix [_Reflection] + } + } +} + +// dual texture, cubemaps +Subshader { + Tags { "WaterMode"="Simple" "RenderType"="Opaque" } + Pass { + Color (0.5,0.5,0.5,0.5) + SetTexture [_MainTex] { + Matrix [_WaveMatrix] + combine texture + } + SetTexture [_ReflectiveColorCube] { + combine texture +- previous, primary + Matrix [_Reflection] + } + } +} + +// single texture +Subshader { + Tags { "WaterMode"="Simple" "RenderType"="Opaque" } + Pass { + Color (0.5,0.5,0.5,0) + SetTexture [_MainTex] { + Matrix [_WaveMatrix] + combine texture, primary + } + } +} + + +} diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro 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+NativeFormatImporter: + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts.meta new file mode 100644 index 0000000..9660339 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 3bbbb1d2bfc4f43f79f3226bca2d1f64 +folderAsset: yes +DefaultImporter: + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/Displace.cs b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/Displace.cs new file mode 100644 index 0000000..e304482 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/Displace.cs @@ -0,0 +1,39 @@ +using UnityEngine; + +[ExecuteInEditMode] +[RequireComponent(typeof(WaterBase))] + +public class Displace : MonoBehaviour +{ + public void Awake() + { + if (enabled) + OnEnable(); + else + OnDisable(); + } + + public void OnEnable() + { + Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_ON"); + Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_OFF"); + } + + public void OnDisable() + { + Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF"); + Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON"); + } + + /* + public float GetOffsetAt(Vector3 pos, int displacementMapAmounts = 3) + { + return 0.0f; + } + + public Vector3 GetNormalAt(Vector3 pos, float scale = 1.0F) + { + return Vector3.one; + } + */ +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/Displace.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/Displace.cs.meta new file mode 100644 index 0000000..5c22653 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/Displace.cs.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: c62b7d87755b447919138e67f8e22e0c +MonoImporter: + serializedVersion: 2 + defaultReferences: + - displacement2D: {fileID: 2800000, guid: 478fe261b62ca4bd99fb0a88e3bdb7ef, type: 2} + - secondDisplacement2D: {fileID: 2800000, guid: 64cfb2c11a69743638efec3e7f2d370f, + type: 2} + - thirdDisplacement2D: {fileID: 2800000, guid: 9a40d060f6add4542958ee8e54c8f88b, + type: 2} + - firstCompressed: {fileID: 2800000, guid: a782b26d6436b48d9882906b9f8ca31a, type: 2} + - secondCompressed: {fileID: 2800000, guid: 4facc21e08e3a43ed97c930f7dae6e7b, type: 2} + - thirdCompressed: {fileID: 2800000, guid: dc30b984e8e3c4cdfb38d5fceb411602, type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/GerstnerDisplace.cs b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/GerstnerDisplace.cs new file mode 100644 index 0000000..5879af1 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/GerstnerDisplace.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +[ExecuteInEditMode] +[RequireComponent(typeof(WaterBase))] + +public class GerstnerDisplace : Displace +{ + +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/GerstnerDisplace.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/GerstnerDisplace.cs.meta new file mode 100644 index 0000000..114e81f --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/GerstnerDisplace.cs.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 42e7f46d0e5a84171a3909479c1646ba +MonoImporter: + serializedVersion: 2 + defaultReferences: + - displacement2D: {fileID: 2800000, guid: 478fe261b62ca4bd99fb0a88e3bdb7ef, type: 2} + - secondDisplacement2D: {fileID: 2800000, guid: 64cfb2c11a69743638efec3e7f2d370f, + type: 2} + - thirdDisplacement2D: {fileID: 2800000, guid: 9a40d060f6add4542958ee8e54c8f88b, + type: 2} + - firstCompressed: {fileID: 2800000, guid: a782b26d6436b48d9882906b9f8ca31a, type: 2} + - secondCompressed: {fileID: 2800000, guid: 4facc21e08e3a43ed97c930f7dae6e7b, type: 2} + - thirdCompressed: {fileID: 2800000, guid: dc30b984e8e3c4cdfb38d5fceb411602, type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/MeshContainer.cs b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/MeshContainer.cs new file mode 100644 index 0000000..1232086 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/MeshContainer.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +public class MeshContainer +{ + public Mesh mesh; + public Vector3[] vertices; + public Vector3[] normals; + + public MeshContainer(Mesh m) { + mesh = m; + vertices = m.vertices; + normals = m.normals; + } + + public void Update() { + mesh.vertices = vertices; + mesh.normals = normals; + } +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/MeshContainer.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/MeshContainer.cs.meta new file mode 100644 index 0000000..5b996ca --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/MeshContainer.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 951d74f7d57bed84cb623c62436bd064 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/PlanarReflection.cs b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/PlanarReflection.cs new file mode 100644 index 0000000..a345627 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/PlanarReflection.cs @@ -0,0 +1,222 @@ + +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +[ExecuteInEditMode] +[RequireComponent(typeof(WaterBase))] +public class PlanarReflection : MonoBehaviour +{ + // reflection + public LayerMask reflectionMask; + public bool reflectSkybox = false; + public Color clearColor = Color.grey; + public System.String reflectionSampler = "_ReflectionTex"; + + // height + public float clipPlaneOffset = 0.07F; + + private Vector3 oldpos = Vector3.zero; + private Camera reflectionCamera; + private Material sharedMaterial = null; + private Dictionary helperCameras = null; + + public void Start () + { + sharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial; + } + + private Camera CreateReflectionCameraFor(Camera cam) + { + System.String reflName = gameObject.name+"Reflection"+cam.name; + GameObject go = GameObject.Find(reflName); + + if(!go) + go = new GameObject(reflName, typeof(Camera)); + if(!go.GetComponent(typeof(Camera))) + go.AddComponent(typeof(Camera)); + Camera reflectCamera = go.camera; + + reflectCamera.backgroundColor = clearColor; + reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; + + SetStandardCameraParameter(reflectCamera,reflectionMask); + + if(!reflectCamera.targetTexture) + reflectCamera.targetTexture = CreateTextureFor(cam); + + return reflectCamera; + } + + private void SetStandardCameraParameter(Camera cam, LayerMask mask) + { + cam.cullingMask = mask & ~(1<(); + + if(!helperCameras.ContainsKey(currentCam)) { + helperCameras.Add(currentCam, false); + } + if(helperCameras[currentCam]) { + return; + } + + if(!reflectionCamera) + reflectionCamera = CreateReflectionCameraFor(currentCam); + + RenderReflectionFor(currentCam, reflectionCamera); + + helperCameras[currentCam] = true; + } + + public void LateUpdate () + { + if (null != helperCameras) + helperCameras.Clear(); + } + + public void WaterTileBeingRendered (Transform tr, Camera currentCam) + { + RenderHelpCameras(currentCam); + + if(reflectionCamera && sharedMaterial) { + sharedMaterial.SetTexture(reflectionSampler, reflectionCamera.targetTexture); + } + } + + public void OnEnable() + { + Shader.EnableKeyword("WATER_REFLECTIVE"); + Shader.DisableKeyword("WATER_SIMPLE"); + } + + public void OnDisable() + { + Shader.EnableKeyword("WATER_SIMPLE"); + Shader.DisableKeyword("WATER_REFLECTIVE"); + } + + + private void RenderReflectionFor (Camera cam, Camera reflectCamera) + { + if(!reflectCamera) + return; + + if(sharedMaterial && !sharedMaterial.HasProperty(reflectionSampler)) { + return; + } + + reflectCamera.cullingMask = reflectionMask & ~(1< 0.0F) return 1.0F; + if (a < 0.0F) return -1.0F; + return 0.0F; + } + + private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * clipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint (offsetPos); + Vector3 cnormal = m.MultiplyVector (normal).normalized * sideSign; + + return new Vector4 (cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot (cpos,cnormal)); + } +} diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/PlanarReflection.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/PlanarReflection.cs.meta new file mode 100644 index 0000000..154eb21 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/PlanarReflection.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4185bc77c7194462ca3b1097ef4a5de0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/SpecularLighting.cs b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/SpecularLighting.cs new file mode 100644 index 0000000..67be1b8 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/SpecularLighting.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +[RequireComponent(typeof(WaterBase))] +[ExecuteInEditMode] +public class SpecularLighting : MonoBehaviour +{ + public Transform specularLight; + private WaterBase waterBase = null; + + public void Start () + { + waterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); + } + + public void Update () + { + if (!waterBase) + waterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); + + if (specularLight && waterBase.sharedMaterial) + waterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward); + } + +} diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/SpecularLighting.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/SpecularLighting.cs.meta new file mode 100644 index 0000000..1e4cd42 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/SpecularLighting.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: de2ab2b9ac93bb544b9552e49030371b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterBase.cs b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterBase.cs new file mode 100644 index 0000000..b353ecf --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterBase.cs @@ -0,0 +1,56 @@ +using UnityEngine; + +public enum WaterQuality { + High = 2, + Medium = 1, + Low = 0, +} + +[ExecuteInEditMode] +public class WaterBase : MonoBehaviour +{ + public Material sharedMaterial; + public WaterQuality waterQuality = WaterQuality.High; + public bool edgeBlend = true; + + public void UpdateShader() + { + if(waterQuality > WaterQuality.Medium) + sharedMaterial.shader.maximumLOD = 501; + else if(waterQuality> WaterQuality.Low) + sharedMaterial.shader.maximumLOD = 301; + else + sharedMaterial.shader.maximumLOD = 201; + + // If the system does not support depth textures (ie. NaCl), turn off edge bleeding, + // as the shader will render everything as transparent if the depth texture is not valid. + if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) + edgeBlend = false; + + if(edgeBlend) + { + Shader.EnableKeyword("WATER_EDGEBLEND_ON"); + Shader.DisableKeyword("WATER_EDGEBLEND_OFF"); + // just to make sure (some peeps might forget to add a water tile to the patches) + if (Camera.main) + Camera.main.depthTextureMode |= DepthTextureMode.Depth; + } + else + { + Shader.EnableKeyword("WATER_EDGEBLEND_OFF"); + Shader.DisableKeyword("WATER_EDGEBLEND_ON"); + } + } + + public void WaterTileBeingRendered (Transform tr, Camera currentCam) + { + if (currentCam && edgeBlend) + currentCam.depthTextureMode |= DepthTextureMode.Depth; + } + + public void Update () + { + if(sharedMaterial) + UpdateShader(); + } +} \ No newline at end of file diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterBase.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterBase.cs.meta new file mode 100644 index 0000000..bbc0ce0 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterBase.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a1da353243062479a9b31c85074a796b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterTile.cs b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterTile.cs new file mode 100644 index 0000000..9350cfd --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterTile.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +[ExecuteInEditMode] +public class WaterTile : MonoBehaviour +{ + public PlanarReflection reflection; + public WaterBase waterBase; + + public void Start () + { + AcquireComponents(); + } + + private void AcquireComponents() + { + if (!reflection) { + if (transform.parent) + reflection = (PlanarReflection)transform.parent.GetComponent(); + else + reflection = (PlanarReflection)transform.GetComponent(); + } + + if (!waterBase) { + if (transform.parent) + waterBase = (WaterBase)transform.parent.GetComponent(); + else + waterBase = (WaterBase)transform.GetComponent(); + } + } + +#if UNITY_EDITOR + public void Update () + { + AcquireComponents(); + } +#endif + + public void OnWillRenderObject() + { + if (reflection) + reflection.WaterTileBeingRendered(transform, Camera.current); + if (waterBase) + waterBase.WaterTileBeingRendered(transform, Camera.current); + } +} diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterTile.cs.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterTile.cs.meta new file mode 100644 index 0000000..a2bf18c --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Scripts/WaterTile.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2a91e8dd37cdd41efb4859b65aced7a2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders.meta new file mode 100644 index 0000000..d42a7b9 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 2c538784885b34a5987ed9f6651d9ecd +folderAsset: yes +DefaultImporter: + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-SimpleWater4.shader b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-SimpleWater4.shader new file mode 100644 index 0000000..2338211 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-SimpleWater4.shader @@ -0,0 +1,429 @@ +Shader "FX/SimpleWater4" { +Properties { + _ReflectionTex ("Internal reflection", 2D) = "white" {} + + _MainTex ("Fallback texture", 2D) = "black" {} + _BumpMap ("Normals ", 2D) = "bump" {} + + _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) + _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) + + _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) + _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) + + _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) + _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) + + _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 + + _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) + _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) + _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) + + _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) + _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 + + _GerstnerIntensity("Per vertex displacement", Float) = 1.0 + _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) + _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) + _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) + _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) + _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) + _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) +} + + +CGINCLUDE + + #include "UnityCG.cginc" + #include "WaterInclude.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + // interpolator structs + + struct v2f + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + float4 grabPassPos : TEXCOORD4; + }; + + struct v2f_noGrab + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + }; + + struct v2f_simple + { + float4 pos : SV_POSITION; + float3 viewInterpolator : TEXCOORD0; + float4 bumpCoords : TEXCOORD1; + }; + + // textures + sampler2D _BumpMap; + sampler2D _ReflectionTex; + sampler2D _RefractionTex; + sampler2D _ShoreTex; + sampler2D_float _CameraDepthTexture; + + // colors in use + uniform float4 _RefrColorDepth; + uniform float4 _SpecularColor; + uniform float4 _BaseColor; + uniform float4 _ReflectionColor; + + // edge & shore fading + uniform float4 _InvFadeParemeter; + + // specularity + uniform float _Shininess; + uniform float4 _WorldLightDir; + + // fresnel, vertex & bump displacements & strength + uniform float4 _DistortParams; + uniform float _FresnelScale; + uniform float4 _BumpTiling; + uniform float4 _BumpDirection; + + uniform float4 _GAmplitude; + uniform float4 _GFrequency; + uniform float4 _GSteepness; + uniform float4 _GSpeed; + uniform float4 _GDirectionAB; + uniform float4 _GDirectionCD; + + // shortcuts + #define PER_PIXEL_DISPLACE _DistortParams.x + #define REALTIME_DISTORTION _DistortParams.y + #define FRESNEL_POWER _DistortParams.z + #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz + #define DISTANCE_SCALE _InvFadeParemeter.z + #define FRESNEL_BIAS _DistortParams.w + + // + // HQ VERSION + // + + v2f vert(appdata_full v) + { + v2f o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz * unity_Scale.w; + + half3 nrml; + half3 offsets; + + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); + + o.normalInterpolator.xyz = nrml; + + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + return o; + } + + half4 frag( v2f i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + half4 grabWithOffset = i.grabPassPos + distortOffset; + + half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); + half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); + half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + #ifdef WATER_EDGEBLEND_ON + if (LinearEyeDepth(refrFix) < i.screenPos.z) + rtRefractions = rtRefractionsNoDistort; + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); + #endif + + // shading for fresnel term + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + // base, depth & reflection colors + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); + #else + half4 reflectionColor = _ReflectionColor; + #endif + + baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x; + return baseColor; + } + + // + // MQ VERSION + // + + v2f_noGrab vert300(appdata_full v) + { + v2f_noGrab o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz * unity_Scale.w; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.screenPos = ComputeScreenPos(o.pos); + + o.normalInterpolator.xyz = nrml; + + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + return o; + } + + half4 frag300( v2f_noGrab i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); + #endif + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0)); + #else + baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + #endif + + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); + return baseColor; + } + + // + // LQ VERSION + // + + v2f_simple vert200(appdata_full v) + { + v2f_simple o; + + half3 worldSpaceVertex = mul(_Object2World, v.vertex).xyz; + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + return o; + + } + + half4 frag200( v2f_simple i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + baseColor.a = saturate(2.0 * refl2Refr + 0.5); + + baseColor.rgb += spec * _SpecularColor.rgb; + return baseColor; + } + +ENDCG + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 500 + ColorMask RGB + + GrabPass { "_RefractionTex" } + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert + #pragma fragment frag + + #pragma glsl + + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 300 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert300 + #pragma fragment frag300 + + #pragma glsl + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 200 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma vertex vert200 + #pragma fragment frag200 + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +Fallback "Transparent/Diffuse" +} diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-SimpleWater4.shader.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-SimpleWater4.shader.meta new file mode 100644 index 0000000..3bfce86 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-SimpleWater4.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 8aaff0751054e4a9cb4642d01eaf5be9 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-Water4.shader b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-Water4.shader new file mode 100644 index 0000000..660f05b --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-Water4.shader @@ -0,0 +1,444 @@ +Shader "FX/Water4" { +Properties { + _ReflectionTex ("Internal reflection", 2D) = "white" {} + + _MainTex ("Fallback texture", 2D) = "black" {} + _ShoreTex ("Shore & Foam texture ", 2D) = "black" {} + _BumpMap ("Normals ", 2D) = "bump" {} + + _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) + _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) + + _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) + _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) + + _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) + _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) + + _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 + + _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) + _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) + _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) + + _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) + _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 + + _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0) + + _GerstnerIntensity("Per vertex displacement", Float) = 1.0 + _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) + _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) + _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) + _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) + _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) + _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) +} + + +CGINCLUDE + + #include "UnityCG.cginc" + #include "WaterInclude.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + // interpolator structs + + struct v2f + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float4 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + float4 grabPassPos : TEXCOORD4; + }; + + struct v2f_noGrab + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + }; + + struct v2f_simple + { + float4 pos : SV_POSITION; + float4 viewInterpolator : TEXCOORD0; + float4 bumpCoords : TEXCOORD1; + }; + + // textures + sampler2D _BumpMap; + sampler2D _ReflectionTex; + sampler2D _RefractionTex; + sampler2D _ShoreTex; + sampler2D_float _CameraDepthTexture; + + // colors in use + uniform float4 _RefrColorDepth; + uniform float4 _SpecularColor; + uniform float4 _BaseColor; + uniform float4 _ReflectionColor; + + // edge & shore fading + uniform float4 _InvFadeParemeter; + + // specularity + uniform float _Shininess; + uniform float4 _WorldLightDir; + + // fresnel, vertex & bump displacements & strength + uniform float4 _DistortParams; + uniform float _FresnelScale; + uniform float4 _BumpTiling; + uniform float4 _BumpDirection; + + uniform float4 _GAmplitude; + uniform float4 _GFrequency; + uniform float4 _GSteepness; + uniform float4 _GSpeed; + uniform float4 _GDirectionAB; + uniform float4 _GDirectionCD; + + // foam + uniform float4 _Foam; + + // shortcuts + #define PER_PIXEL_DISPLACE _DistortParams.x + #define REALTIME_DISTORTION _DistortParams.y + #define FRESNEL_POWER _DistortParams.z + #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz + #define FRESNEL_BIAS _DistortParams.w + #define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z + + // + // HQ VERSION + // + + v2f vert(appdata_full v) + { + v2f o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz * unity_Scale.w; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed + half2 tileableUv = mul(_Object2World,(v.vertex)).xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); + + o.normalInterpolator.xyz = nrml; + + o.viewInterpolator.w = saturate(offsets.y); + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + return o; + } + + half4 frag( v2f i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + half4 grabWithOffset = i.grabPassPos + distortOffset; + + half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); + half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); + half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + #ifdef WATER_EDGEBLEND_ON + if (LinearEyeDepth(refrFix) < i.screenPos.z) + rtRefractions = rtRefractionsNoDistort; + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); + edgeBlendFactors.y = 1.0-edgeBlendFactors.y; + #endif + + // shading for fresnel term + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + // base, depth & reflection colors + half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w); + #ifdef WATER_REFLECTIVE + half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); + #else + half4 reflectionColor = _ReflectionColor; + #endif + + baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); + baseColor = baseColor + spec * _SpecularColor; + + // handle foam + half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0); + baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y)); + + baseColor.a = edgeBlendFactors.x; + return baseColor; + } + + // + // MQ VERSION + // + + v2f_noGrab vert300(appdata_full v) + { + v2f_noGrab o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz * unity_Scale.w; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed + half2 tileableUv = mul(_Object2World,v.vertex).xz; + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.screenPos = ComputeScreenPos(o.pos); + + o.normalInterpolator.xyz = nrml; + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + return o; + } + + half4 frag300( v2f_noGrab i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE); + + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); + edgeBlendFactors.y = 1.0-edgeBlendFactors.y; + #endif + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0)); + #else + baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + #endif + + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); + return baseColor; + } + + // + // LQ VERSION + // + + v2f_simple vert200(appdata_full v) + { + v2f_simple o; + + half3 worldSpaceVertex = mul(_Object2World, v.vertex).xyz; + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeScreenPos(o.pos).w, DISTANCE_SCALE); + + return o; + + } + + half4 frag200( v2f_simple i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + baseColor.a = saturate(2.0 * refl2Refr + 0.5); + + baseColor.rgb += spec * _SpecularColor.rgb; + return baseColor; + } + +ENDCG + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 500 + ColorMask RGB + + GrabPass { "_RefractionTex" } + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert + #pragma fragment frag + + #pragma glsl + + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 300 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert300 + #pragma fragment frag300 + + #pragma glsl + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 200 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma vertex vert200 + #pragma fragment frag200 + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +Fallback "Transparent/Diffuse" +} diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-Water4.shader.meta b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-Water4.shader.meta new file mode 100644 index 0000000..b13f8ba --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-Water4.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 475c4a4e617a8401b84ca7b32c7cc460 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/WaterInclude.cginc b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/WaterInclude.cginc new file mode 100644 index 0000000..1d87748 --- /dev/null +++ b/SurvivalIsland/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/WaterInclude.cginc @@ -0,0 +1,266 @@ + +#ifndef WATER_CG_INCLUDED +#define WATER_CG_INCLUDED + +#include "UnityCG.cginc" + +half _GerstnerIntensity; + +inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) +{ + half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); + bump.xy = bump.wy - half2(1.0, 1.0); + half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); + return normalize(worldNormal); +} + +inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength) +{ + half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); + bump = bump * 0.5; + half3 normal = UnpackNormal(bump); + normal.xy *= bumpStrength; + return normalize(normal); +} + +inline half3 GetNormal(half4 tf) { + #ifdef WATER_VERTEX_DISPLACEMENT_ON + return half3(2,1,2) * tf.rbg - half3(1,0,1); + #else + return half3(0,1,0); + #endif +} + +inline half GetDistanceFadeout(half screenW, half speed) { + return 1.0f / abs(0.5f + screenW * speed); +} + +half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC) +{ + half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; + #ifdef WATER_VERTEX_DISPLACEMENT_ON + half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); + tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0)); + tf *= 0.333333; + #else + half4 tf = half4(0.5,0.5,0.5,0.0); + #endif + + return tf; +} + +half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB) +{ + half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; + #ifdef WATER_VERTEX_DISPLACEMENT_ON + half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); + tf *= 0.5; + #else + half4 tf = half4(0.5,0.5,0.5,0.0); + #endif + + return tf; +} + +inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos) +{ + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0f; + #endif + + screenPos = ComputeScreenPos(pos); + grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5; + grabPassPos.zw = pos.zw; +} + + +inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset) +{ + half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); + bump = bump * 0.5; + half3 normal = UnpackNormal(bump); + normal.xy *= bumpStrength; + normal.xy += perVertxOffset; + return normalize(normal); +} + +inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) +{ + half4 bump = tex2D(bumpMap, coords.xy); + bump.xy = bump.wy - half2(0.5, 0.5); + half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); + return normalize(worldNormal); +} + +inline half4 Foam(sampler2D shoreTex, half4 coords, half amount) +{ + half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125; + foam.a = amount; + return foam; +} + +inline half4 Foam(sampler2D shoreTex, half4 coords) +{ + half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125; + return foam; +} + +inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power) +{ + half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0); + half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power)); + return refl2Refr; +} + +inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel) +{ + half facing = saturate(dot(-viewVector, worldNormal)); + half fresn = tex2D(fresnel, half2(facing, 0.5f)).b; + return fresn; +} + +inline half2 GetTileableUv(half4 vertex) +{ + // @NOTE: use worldSpaceVertex.xz instead of ws to make it rotation independent + half2 ws = half2(_Object2World[0][3],_Object2World[2][3]); + half2 tileableUv = (ws + vertex.xz/unity_Scale.w); + return tileableUv; +} + +inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB, + sampler2D mapC, half4 uv, + half vertexStrength, half3 normal, + out half4 vertexOffset, out half2 normalOffset) +{ + half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); + tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0)); + tf /= 3.0; + + tf.rga = tf.rga-half3(0.5,0.5,0.0); + + // height displacement in alpha channel, normals info in rgb + + vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength; + normalOffset = tf.rg; +} + +inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB, + sampler2D mapC, half4 uv, + half vertexStrength, half normalsStrength, + out half4 vertexOffset, out half2 normalOffset) +{ + // @NOTE: for best performance, this should really be properly packed! + + half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); + tf *= 0.5; + + tf.rga = tf.rga-half3(0.5,0.5,0.0); + + // height displacement in alpha channel, normals info in rgb + + vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength; + normalOffset = tf.rg * normalsStrength; +} + +half4 ExtinctColor (half4 baseColor, half extinctionAmount) +{ + // tweak the extinction coefficient for different coloring + return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0); +} + + half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) + { + half3 offsets; + + offsets.x = + steepness * amp * dir.x * + cos( freq * dot( dir, xzVtx ) + speed * _Time.x); + + offsets.z = + steepness * amp * dir.y * + cos( freq * dot( dir, xzVtx ) + speed * _Time.x); + + offsets.y = + amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x); + + return offsets; + } + + half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) + { + half3 offsets; + + half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; + half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; + + half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); + half4 TIME = _Time.yyyy * speed; + + half4 COS = cos (dotABCD + TIME); + half4 SIN = sin (dotABCD + TIME); + + offsets.x = dot(COS, half4(AB.xz, CD.xz)); + offsets.z = dot(COS, half4(AB.yw, CD.yw)); + offsets.y = dot(SIN, amp); + + return offsets; + } + + half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) + { + half3 nrml = half3(0,0,0); + + nrml.x -= + dir.x * (amp * freq) * + cos(freq * dot( dir, xzVtx ) + speed * _Time.x); + + nrml.z -= + dir.y * (amp * freq) * + cos(freq * dot( dir, xzVtx ) + speed * _Time.x); + + return nrml; + } + + half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) + { + half3 nrml = half3(0,2.0,0); + + half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw; + half4 CD = freq.zzww * amp.zzww * dirCD.xyzw; + + half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); + half4 TIME = _Time.yyyy * speed; + + half4 COS = cos (dotABCD + TIME); + + nrml.x -= dot(COS, half4(AB.xz, CD.xz)); + nrml.z -= dot(COS, half4(AB.yw, CD.yw)); + + nrml.xz *= _GerstnerIntensity; + nrml = normalize (nrml); + + return nrml; + } + + void Gerstner ( out half3 offs, out half3 nrml, + half3 vtx, half3 tileableVtx, + half4 amplitude, half4 frequency, half4 steepness, + half4 speed, half4 directionAB, half4 directionCD ) + { + #ifdef 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