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using System.Collections;
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public float underWaterDrag = 3f;
|
||||
public float underWaterAngularDrag = 1f;
|
||||
public float airWaterDrag = 0f;
|
||||
public float airWaterAngularDrag = 0.05f;
|
||||
|
||||
public float floatingPower = 15f;
|
||||
|
||||
public float baseWaterHeight = 0f;
|
||||
public float waterHeightVariation = 2f;
|
||||
public float waveSpeed = 1.0f;
|
||||
public float waterHeight;
|
||||
|
||||
Rigidbody rb;
|
||||
int floatersUnderwater;
|
||||
bool underwater;
|
||||
void Start()
|
||||
{
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
waterHeight = baseWaterHeight + Mathf.Sin(Time.time * waveSpeed) * (waterHeightVariation / 2f);
|
||||
|
||||
floatersUnderwater = 0;
|
||||
for (int i = 0; i < floaters.Length; i++)
|
||||
{
|
||||
float diff = floaters[i].position.y - waterHeight;
|
||||
|
||||
if (diff < 0)
|
||||
{
|
||||
rb.AddForceAtPosition(Vector3.up * floatingPower * Mathf.Abs(diff), floaters[i].position, ForceMode.Force);
|
||||
floatersUnderwater++;
|
||||
if (!underwater)
|
||||
{
|
||||
underwater = true;
|
||||
SwitchState(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (underwater && floatersUnderwater == 0)
|
||||
{
|
||||
underwater = false;
|
||||
SwitchState(false);
|
||||
}
|
||||
}
|
||||
|
||||
void SwitchState(bool isUnderwater)
|
||||
{
|
||||
if (isUnderwater)
|
||||
{
|
||||
rb.linearDamping = underWaterDrag;
|
||||
rb.angularDamping = underWaterAngularDrag;
|
||||
}
|
||||
else
|
||||
{
|
||||
rb.linearDamping = airWaterDrag;
|
||||
rb.angularDamping = airWaterAngularDrag;
|
||||
}
|
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}
|
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}
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}
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void DistortUV_float(float2 UV, float Amount, out float2 Out)
|
||||
{
|
||||
float time = _Time.y;
|
||||
|
||||
UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0;
|
||||
UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0;
|
||||
UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0;
|
||||
|
||||
Out = UV;
|
||||
}
|
||||
|
||||
void DistortUV_half(half2 UV, half Amount, out half2 Out)
|
||||
{
|
||||
half time = _Time.y;
|
||||
|
||||
UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0;
|
||||
UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0;
|
||||
UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0;
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Out = UV;
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|
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float3 GerstnerWave(float3 position, float steepness, float wavelength, float speed, float direction, inout float3 tangent, inout float3 binormal, float globalOffset)
|
||||
{
|
||||
// Normalizar la dirección para la propagación de la ola
|
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direction = direction * 2 - 1;
|
||||
float2 d = normalize(float2(cos(3.14159 * direction), sin(3.14159 * direction)));
|
||||
|
||||
// Número de onda
|
||||
float k = 2 * 3.14159 / wavelength;
|
||||
|
||||
// Calcular la fase de la ola, incluyendo el desplazamiento global
|
||||
float f = k * (dot(d, position.xz) - speed * _Time.y + globalOffset);
|
||||
|
||||
// Amplitud de la ola
|
||||
float a = steepness / k;
|
||||
|
||||
// Ajustar el tangente y el binormal para las normales
|
||||
tangent += float3(
|
||||
-d.x * d.x * (steepness * sin(f)),
|
||||
d.x * (steepness * cos(f)),
|
||||
-d.x * d.y * (steepness * sin(f))
|
||||
);
|
||||
|
||||
binormal += float3(
|
||||
-d.x * d.y * (steepness * sin(f)),
|
||||
d.y * (steepness * cos(f)),
|
||||
-d.y * d.y * (steepness * sin(f))
|
||||
);
|
||||
|
||||
// Retornar el desplazamiento de la ola en el plano XZ y la altura vertical
|
||||
return float3(
|
||||
d.x * (a * cos(f)), // Desplazamiento en X
|
||||
a * sin(f), // Desplazamiento en Y (altura)
|
||||
d.y * (a * cos(f)) // Desplazamiento en Z
|
||||
);
|
||||
}
|
||||
|
||||
void GerstnerWaves_float(float3 position, float steepness, float wavelength, float speed, float4 directions, float tileSize, out float3 Offset, out float3 normal)
|
||||
{
|
||||
// Calcular el desplazamiento global para las olas en base a la posición absoluta
|
||||
float globalOffsetX = floor(position.x / tileSize) * tileSize;
|
||||
float globalOffsetZ = floor(position.z / tileSize) * tileSize;
|
||||
|
||||
// Envolver la posición X y Z usando fmod para asegurar el tileado, manteniendo el Y sin cambios
|
||||
float3 tiledPosition = float3(
|
||||
fmod(position.x, tileSize), // Envolver eje X
|
||||
position.y, // Y sin cambios
|
||||
fmod(position.z, tileSize) // Envolver eje Z
|
||||
);
|
||||
|
||||
// Inicializar el desplazamiento y los vectores de tangente/binormal
|
||||
Offset = float3(0, 0, 0);
|
||||
float3 tangent = float3(1, 0, 0);
|
||||
float3 binormal = float3(0, 0, 1);
|
||||
|
||||
// Aplicar las olas Gerstner a las direcciones, con el desplazamiento global en X y Z
|
||||
Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.x, tangent, binormal, globalOffsetX + globalOffsetZ);
|
||||
Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.y, tangent, binormal, globalOffsetX + globalOffsetZ);
|
||||
Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.z, tangent, binormal, globalOffsetX + globalOffsetZ);
|
||||
Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.w, tangent, binormal, globalOffsetX + globalOffsetZ);
|
||||
|
||||
// Normalizar el producto cruzado de binormal y tangente para obtener la normal
|
||||
normal = normalize(cross(binormal, tangent));
|
||||
}
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@ -0,0 +1,53 @@
|
||||
half3 RGBToHSV(half3 In)
|
||||
{
|
||||
half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
half4 P = lerp(half4(In.bg, K.wz), half4(In.gb, K.xy), step(In.b, In.g));
|
||||
half4 Q = lerp(half4(P.xyw, In.r), half4(In.r, P.yzx), step(P.x, In.r));
|
||||
half D = Q.x - min(Q.w, Q.y);
|
||||
half E = 1e-10;
|
||||
return half3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
|
||||
}
|
||||
|
||||
half3 HSVToRGB(half3 In)
|
||||
{
|
||||
half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
half3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
|
||||
return In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
|
||||
}
|
||||
|
||||
void HSVLerp_half(half4 A, half4 B, half T, out half4 Out)
|
||||
{
|
||||
A.xyz = RGBToHSV(A.xyz);
|
||||
B.xyz = RGBToHSV(B.xyz);
|
||||
|
||||
half t = T; // used to lerp alpha, needs to remain unchanged
|
||||
|
||||
half hue;
|
||||
half d = B.x - A.x; // hue difference
|
||||
|
||||
if(A.x > B.x)
|
||||
{
|
||||
half temp = B.x;
|
||||
B.x = A.x;
|
||||
A.x = temp;
|
||||
|
||||
d = -d;
|
||||
T = 1-T;
|
||||
}
|
||||
|
||||
if(d > 0.5)
|
||||
{
|
||||
A.x = A.x + 1;
|
||||
hue = (A.x + T * (B.x - A.x)) % 1;
|
||||
}
|
||||
|
||||
if(d <= 0.5) hue = A.x + T * d;
|
||||
|
||||
half sat = A.y + T * (B.y - A.y);
|
||||
half val = A.z + T * (B.z - A.z);
|
||||
half alpha = A.w + t * (B.w - A.w);
|
||||
|
||||
half3 rgb = HSVToRGB(half3(hue,sat,val));
|
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|
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Out = half4(rgb, alpha);
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@ -0,0 +1,47 @@
|
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float LightingSpecular(float3 L, float3 N, float3 V, float smoothness)
|
||||
{
|
||||
float3 H = SafeNormalize(float3(L) + float3(V));
|
||||
float NdotH = saturate(dot(N, H));
|
||||
return pow(NdotH, smoothness);
|
||||
}
|
||||
|
||||
void MainLighting_float(float3 normalWS, float3 positionWS, float3 viewWS, float smoothness, out float specular)
|
||||
{
|
||||
specular = 0.0;
|
||||
|
||||
#ifndef SHADERGRAPH_PREVIEW
|
||||
smoothness = exp2(10 * smoothness + 1);
|
||||
|
||||
normalWS = normalize(normalWS);
|
||||
viewWS = SafeNormalize(viewWS);
|
||||
|
||||
Light mainLight = GetMainLight(TransformWorldToShadowCoord(positionWS));
|
||||
specular = LightingSpecular(mainLight.direction, normalWS, viewWS, smoothness);
|
||||
#endif
|
||||
}
|
||||
|
||||
void AdditionalLighting_float(float3 normalWS, float3 positionWS, float3 viewWS, float smoothness, float hardness, out float3 specular)
|
||||
{
|
||||
specular = 0;
|
||||
|
||||
#ifndef SHADERGRAPH_PREVIEW
|
||||
smoothness = exp2(10 * smoothness + 1);
|
||||
|
||||
normalWS = normalize(normalWS);
|
||||
viewWS = SafeNormalize(viewWS);
|
||||
|
||||
// additional lights
|
||||
int pixelLightCount = GetAdditionalLightsCount();
|
||||
for (int i = 0; i < pixelLightCount; ++i)
|
||||
{
|
||||
Light light = GetAdditionalLight(i, positionWS);
|
||||
float3 attenuatedLight = light.color * light.distanceAttenuation * light.shadowAttenuation;
|
||||
|
||||
float specular_soft = LightingSpecular(light.direction, normalWS, viewWS, smoothness);
|
||||
float specular_hard = smoothstep(0.005,0.01,specular_soft);
|
||||
float specular_term = lerp(specular_soft, specular_hard, hardness);
|
||||
|
||||
specular += specular_term * attenuatedLight;
|
||||
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|
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|
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