Commit 173af94a authored by radow's avatar radow
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// Copyright (c) 2016 Unity Technologies. MIT license - license_unity.txt
// #NVJOB Dynamic Sky Lite (Standard render) V2.2. MIT license - license_nvjob.txt
// #NVJOB Dynamic Sky Lite (Standard render) - https://nvjob.github.io/unity/nvjob-dynamic-sky-lite
// #NVJOB Nicholas Veselov - https://nvjob.github.io
Shader "#NVJOB/Dynamic Sky Lite (Standard)/Clouds Type 1" {
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Properties{
//----------------------------------------------
[Header(Main Texture)]
_TextureUv1("Uv Scale", Float) = 1
_IntensityT1("Intensity", Range(-10, 10)) = 1.5
_TextureV1("Motion Vector", Vector) = (0.9, 1, 0, 0)
[NoScaleOffset]_Texture1("Main Texture", 2D) = "white" {}
[Space(5)][Header(Mixed Texture 1)]
_TextureUv2("Uv Scale", Float) = 1
_IntensityT2("Intensity", Range(-10, 10)) = 1.5
_TextureV2("Motion Vector", Vector) = (1.3, 1.2, 0, 0)
[NoScaleOffset]_Texture2("Texture 2", 2D) = "gray" {}
[Space(5)][Header(Mixed Texture 2)]
_TextureUv3("Uv Scale", Float) = 1
_IntensityT3("Intensity", Range(-10, 10)) = -0.5
_TextureV3("Motion Vector", Vector) = (-1, -1, 0, 0)
[NoScaleOffset]_Texture3("Texture 3", 2D) = "gray" {}
[Space(5)][Header(General)]
_Color("Main Color", Color) = (1,1,1,1)
_IntensityInput("Intensity Input", Range(-20, 20)) = 1.6
_Fluffiness("Fluffiness", Range(-1, 1)) = 0.75
_IntensityOutput("Intensity Output", Range(-20, 20)) = 1
//----------------------------------------------
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SubShader{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
Tags{ "Queue" = "Geometry+500" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
CGPROGRAM
#pragma surface surf Nolight alpha:fade vertex:vert exclude_path:prepass nofog nolightmap nometa nolppv noshadowmask noshadow noforwardadd novertexlights halfasview
//----------------------------------------------
half4 LightingNolight(SurfaceOutput s, half3 nullA, half nullB) {
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
//----------------------------------------------
sampler2D _Texture1, _Texture2, _Texture3;
half4 _Color;
half4 _TextureV1, _TextureV2, _TextureV3;
half _IntensityT1, _IntensityT2, _IntensityT3, _IntensityInput, _IntensityOutput, _Fluffiness;
half _TextureUv1, _TextureUv2, _TextureUv3;
half _SkyShaderUvX, _SkyShaderUvZ;
//----------------------------------------------
struct Input {
float2 posTex;
};
//----------------------------------------------
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
//----------------------------------------------
void vert(inout appdata v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.posTex = float4(v.texcoord * 1.0 - 1.0, 0.0, 1.0);
}
//----------------------------------------------
void surf(Input IN, inout SurfaceOutput o) {
half4 tex = _Color;
half2 uv = IN.posTex;
uv.xy += half2(_SkyShaderUvX * _TextureV1.x, _SkyShaderUvZ * _TextureV1.y);
tex *= tex2D(_Texture1, uv * _TextureUv1) * _IntensityT1;
half2 uvd = IN.posTex;
uvd.xy += half2(_SkyShaderUvX * _TextureV2.x, _SkyShaderUvZ * _TextureV2.y);
tex *= tex2D(_Texture2, uvd * _TextureUv2).r * _IntensityT2;
half2 uvdd = IN.posTex;
uvdd.xy += half2(_SkyShaderUvX * _TextureV3.x, _SkyShaderUvZ * _TextureV3.y);
tex *= tex2D(_Texture3, uvdd * _TextureUv3).r * _IntensityT3;
tex *= _IntensityInput;
half4 outTex = normalize((tex - 0.5) * _Fluffiness + 0.5);
outTex *= _IntensityOutput;
o.Albedo = outTex;
o.Alpha = tex.a;
}
//----------------------------------------------
ENDCG
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
Fallback "Legacy Shaders/Transparent/VertexLit"
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
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// Copyright (c) 2016 Unity Technologies. MIT license - license_unity.txt
// #NVJOB Dynamic Sky Lite (Standard render) V2.2. MIT license - license_nvjob.txt
// #NVJOB Dynamic Sky Lite (Standard render) - https://nvjob.github.io/unity/nvjob-dynamic-sky-lite
// #NVJOB Nicholas Veselov - https://nvjob.github.io
Shader "#NVJOB/Dynamic Sky Lite (Standard)/Clouds Type 2" {
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Properties{
//----------------------------------------------
[Header(R Channel)]
_TextureUvR("R Uv Scale", Float) = 1
_IntensityR("R Intensity", Range(-10, 10)) = 1.5
_TextureVR("R Motion Vector", Vector) = (0.9, 1, 0, 0)
[NoScaleOffset]_TextureR("Texture R", 2D) = "white" {}
[Space(5)][Header(G Channel)]
_TextureUvG("G Uv Scale", Float) = 1
_IntensityG("G Intensity", Range(-10, 10)) = 1.5
_TextureVG("G Motion Vector", Vector) = (1.3, 1.2, 0, 0)
[NoScaleOffset]_TextureG("Texture G", 2D) = "white" {}
[Space(5)][Header(B Channel)]
_TextureUvB("B Uv Scale", Float) = 1
_IntensityB("B Intensity", Range(-10, 10)) = -0.5
_TextureVB("B Motion Vector", Vector) = (-1, -1, 0, 0)
[NoScaleOffset]_TextureB("Texture B", 2D) = "white" {}
[Space(5)][Header(General)]
_Color("Main Color", Color) = (1,1,1,1)
_IntensityInput("Intensity Input", Range(-20, 20)) = 1.6
_Fluffiness("Fluffiness", Range(-1, 1)) = 0.75
_IntensityOutput("Intensity Output", Range(-20, 20)) = 1
//----------------------------------------------
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SubShader{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
Tags{ "Queue" = "Geometry+500" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
CGPROGRAM
#pragma surface surf Nolight alpha:fade vertex:vert exclude_path:prepass nofog nolightmap nometa nolppv noshadowmask noshadow noforwardadd novertexlights halfasview
//----------------------------------------------
half4 LightingNolight(SurfaceOutput s, half3 nullA, half nullB) {
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
//----------------------------------------------
sampler2D _TextureR, _TextureG, _TextureB;
half4 _Color;
half4 _TextureVR, _TextureVG, _TextureVB;
half _IntensityR, _IntensityG, _IntensityB, _IntensityInput, _IntensityOutput, _Fluffiness;
half _TextureUvR, _TextureUvG, _TextureUvB;
half _SkyShaderUvX, _SkyShaderUvZ;
//----------------------------------------------
struct Input {
float2 posTex;
};
//----------------------------------------------
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
//----------------------------------------------
void vert(inout appdata v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.posTex = float4(v.texcoord * 1.0 - 1.0, 0.0, 1.0);
}
//----------------------------------------------
void surf(Input IN, inout SurfaceOutput o) {
half4 tex = _Color;
half2 uv = IN.posTex;
uv.xy += half2(_SkyShaderUvX * _TextureVR.x, _SkyShaderUvZ * _TextureVR.y);
tex *= tex2D(_TextureR, uv * _TextureUvR).r * _IntensityR;
half2 uvd = IN.posTex;
uvd.xy += half2(_SkyShaderUvX * _TextureVG.x, _SkyShaderUvZ * _TextureVG.y);
tex *= tex2D(_TextureG, uvd * _TextureUvG).g * _IntensityG;
half2 uvdd = IN.posTex;
uvdd.xy += half2(_SkyShaderUvX * _TextureVB.x, _SkyShaderUvZ * _TextureVB.y);
tex *= tex2D(_TextureB, uvdd * _TextureUvB).b * _IntensityB;
tex *= _IntensityInput;
half4 outTex = normalize((tex - 0.5) * _Fluffiness + 0.5);
outTex *= _IntensityOutput;
o.Albedo = outTex;
o.Alpha = tex.a;
}
//----------------------------------------------
ENDCG
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
Fallback "Legacy Shaders/Transparent/VertexLit"
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
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// Copyright (c) 2016 Unity Technologies. MIT license - license_unity.txt
// #NVJOB Dynamic Sky Lite (Standard render) V2.2. MIT license - license_nvjob.txt
// #NVJOB Dynamic Sky Lite (Standard render) - https://nvjob.github.io/unity/nvjob-dynamic-sky-lite
// #NVJOB Nicholas Veselov - https://nvjob.github.io
Shader "#NVJOB/Dynamic Sky Lite (Standard)/Horizon" {
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Properties{
//----------------------------------------------
[Header(Top Horizon)]
_Level1Color("Color", Color) = (0.65,0.86,0.63,1)
_Level1("Height Level", Float) = 10
[Space(5)]
[Header(Bottom Horizon)]
_Level0Color("Color", Color) = (0.37,0.78,0.92,1)
_Level0("Height Level", Float) = 0
//----------------------------------------------
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SubShader{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
Tags{ "Queue" = "Geometry+501" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
CGPROGRAM
#pragma surface surf Nolight alpha:fade exclude_path:prepass nofog nolightmap nometa nolppv noshadowmask noshadow noshadow noforwardadd novertexlights halfasview
//----------------------------------------------
half4 LightingNolight(SurfaceOutput s, half3 nullA, half nullB) {
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
//----------------------------------------------
half _Level1;
fixed4 _Level1Color;
half _Level0;
fixed4 _Level0Color;
//----------------------------------------------
struct Input {
float3 worldPos;
};
//----------------------------------------------
void surf(Input IN, inout SurfaceOutput o) {
fixed4 c;
fixed4 pixelWorldSpacePosition = IN.worldPos.y;
fixed pixelWpY = pixelWorldSpacePosition.y;
if (pixelWpY >= _Level1) c = lerp(_Level0Color, _Level1Color, (pixelWpY - _Level0) / (_Level1 - _Level0));
if (pixelWpY < _Level0) c = _Level0Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
//----------------------------------------------
ENDCG
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
Fallback "Legacy Shaders/VertexLit"
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
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// Copyright (c) 2016 Unity Technologies. MIT license - license_unity.txt
// #NVJOB Dynamic Sky Lite (Standard render) V2.2. MIT license - license_nvjob.txt
// #NVJOB Dynamic Sky Lite (Standard render) - https://nvjob.github.io/unity/nvjob-dynamic-sky-lite
// #NVJOB Nicholas Veselov - https://nvjob.github.io
using UnityEngine;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public class DynamicSkyLite : MonoBehaviour
{
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////