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authorJakob Stendahl <jakob.stendahl@outlook.com>2017-09-27 20:02:58 +0200
committerJakob Stendahl <jakob.stendahl@outlook.com>2017-09-27 20:02:58 +0200
commitb9fc71a8460e4d7511421af34b5d9a9fc931c2c5 (patch)
treee967f40415de97f8396aec5f0cade99556ecf748
parentaba7a9b0f8765730f3778fb0ce5aad6d98f3bd04 (diff)
downloadTD-b9fc71a8460e4d7511421af34b5d9a9fc931c2c5.tar.gz
TD-b9fc71a8460e4d7511421af34b5d9a9fc931c2c5.zip
Enda et mislykka forsøk på vatn
-rw-r--r--exampleProject/New Unity Project/Assets/Materials/water.mat16
-rw-r--r--exampleProject/New Unity Project/Assets/Shaders.meta9
-rw-r--r--exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader73
-rw-r--r--exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader.meta9
4 files changed, 105 insertions, 2 deletions
diff --git a/exampleProject/New Unity Project/Assets/Materials/water.mat b/exampleProject/New Unity Project/Assets/Materials/water.mat
index 799161c..5c1c558 100644
--- a/exampleProject/New Unity Project/Assets/Materials/water.mat
+++ b/exampleProject/New Unity Project/Assets/Materials/water.mat
@@ -83,9 +83,13 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
+ - _Amount: 0
+ - _Amplitude: 1
- _BumpScale: 1
- _Cutoff: 0.672
+ - _CutoutThresh: 0.2
- _DetailNormalMapScale: 1
+ - _Distance: 1
- _DstBlend: 10
- _FresnelScale: 0.75
- _GerstnerIntensity: 1
@@ -97,14 +101,21 @@ Material:
- _Mode: 3
- _OcclusionStrength: 1
- _Parallax: 0.02
+ - _RandomHeight: 0.5
+ - _RandomSpeed: 0.5
- _ReflDistort: 0.44
- _RefrDistort: 0.4
- - _Shininess: 0.078125
+ - _Shininess: 0.026
- _SmoothnessTextureChannel: 1
- _SpecularHighlights: 1
+ - _Speed: 1
- _SrcBlend: 1
+ - _Transparency: 0.25
- _UVSec: 0
+ - _WaveHeight: 0.5
+ - _WaveLength: 0.5
- _WaveScale: 0.0235
+ - _WaveSpeed: 1
- _ZWrite: 0
m_Colors:
- WaveSpeed: {r: 19, g: 9, b: -16, a: -7}
@@ -127,7 +138,8 @@ Material:
- _InvFadeParemeter: {r: 0.15, g: 0.15, b: 0.5, a: 1}
- _ReflectionColor: {r: 0.54, g: 0.95, b: 0.99, a: 0.5}
- _RefrColor: {r: 0.34, g: 0.85, b: 0.92, a: 1}
- - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ - _SpecColor: {r: 0, g: 0.7931032, b: 1, a: 1}
- _SpecularColor: {r: 0.72, g: 0.72, b: 0.72, a: 1}
+ - _TintColor: {r: 1, g: 1, b: 1, a: 1}
- _WorldLightDir: {r: 0, g: 0.1, b: -0.5, a: 0}
- _horizonColor: {r: 0.172, g: 0.463, b: 0.435, a: 0}
diff --git a/exampleProject/New Unity Project/Assets/Shaders.meta b/exampleProject/New Unity Project/Assets/Shaders.meta
new file mode 100644
index 0000000..b46520b
--- /dev/null
+++ b/exampleProject/New Unity Project/Assets/Shaders.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: debfdc4e2b1524c709bf58103834bdf7
+folderAsset: yes
+timeCreated: 1506534557
+licenseType: Free
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader b/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader
new file mode 100644
index 0000000..31779b2
--- /dev/null
+++ b/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader
@@ -0,0 +1,73 @@
+Shader "Unlit/SpecialFX/Cool Hologram"
+{
+ Properties
+ {
+ _MainTex ("Albedo Texture", 2D) = "white" {}
+ _TintColor("Tint Color", Color) = (1,1,1,1)
+ _Transparency("Transparency", Range(0.0,0.5)) = 0.25
+ _CutoutThresh("Cutout Threshold", Range(0.0,1.0)) = 0.2
+ _Distance("Distance", Float) = 1
+ _Amplitude("Amplitude", Float) = 1
+ _Speed ("Speed", Float) = 1
+ _Amount("Amount", Range(0.0,1.0)) = 1
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ float4 vertex : SV_POSITION;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ float4 _TintColor;
+ float _Transparency;
+ float _CutoutThresh;
+ float _Distance;
+ float _Amplitude;
+ float _Speed;
+ float _Amount;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ v.vertex.x += sin(_Time.y * _Speed + v.vertex.y * _Amplitude) * _Distance * _Amount;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ // sample the texture
+ fixed4 col = tex2D(_MainTex, i.uv) + _TintColor;
+ col.a = _Transparency;
+ clip(col.r - _CutoutThresh);
+ return col;
+ }
+ ENDCG
+ }
+ }
+} \ No newline at end of file
diff --git a/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader.meta b/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader.meta
new file mode 100644
index 0000000..bc197cc
--- /dev/null
+++ b/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 33d85013378394e68adece6c531226e3
+timeCreated: 1506534575
+licenseType: Free
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant: