slambb 2 年 前
コミット
38deab0fdf
100 ファイル変更4321 行追加0 行削除
  1. 6 0
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  77. 9 0
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  78. 403 0
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+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    [ExecuteInEditMode]
+    public class WaterBasic : MonoBehaviour
+    {
+        void Update()
+        {
+            Renderer r = GetComponent<Renderer>();
+            if (!r)
+            {
+                return;
+            }
+            Material mat = r.sharedMaterial;
+            if (!mat)
+            {
+                return;
+            }
+
+            Vector4 waveSpeed = mat.GetVector("WaveSpeed");
+            float waveScale = mat.GetFloat("_WaveScale");
+            float t = Time.time / 20.0f;
+
+            Vector4 offset4 = waveSpeed * (t * waveScale);
+            Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
+                Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
+            mat.SetVector("_WaveOffset", offsetClamped);
+        }
+    }
+}

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+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "FX/Water (Basic)" {
+Properties {
+	_horizonColor ("Horizon color", COLOR)  = ( .172 , .463 , .435 , 0)
+	_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
+	[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
+	[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
+	WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
+	}
+
+CGINCLUDE
+
+#include "UnityCG.cginc"
+
+uniform float4 _horizonColor;
+
+uniform float4 WaveSpeed;
+uniform float _WaveScale;
+uniform float4 _WaveOffset;
+
+struct appdata {
+	float4 vertex : POSITION;
+	float3 normal : NORMAL;
+};
+
+struct v2f {
+	float4 pos : SV_POSITION;
+	float2 bumpuv[2] : TEXCOORD0;
+	float3 viewDir : TEXCOORD2;
+	UNITY_FOG_COORDS(3)
+};
+
+v2f vert(appdata v)
+{
+	v2f o;
+	float4 s;
+
+	o.pos = UnityObjectToClipPos(v.vertex);
+
+	// scroll bump waves
+	float4 temp;
+	float4 wpos = mul (unity_ObjectToWorld, v.vertex);
+	temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
+	o.bumpuv[0] = temp.xy * float2(.4, .45);
+	o.bumpuv[1] = temp.wz;
+
+	// object space view direction
+	o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
+
+	UNITY_TRANSFER_FOG(o,o.pos);
+	return o;
+}
+
+ENDCG
+
+
+Subshader {
+	Tags { "RenderType"="Opaque" }
+	Pass {
+
+CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
+#pragma multi_compile_fog
+
+sampler2D _BumpMap;
+sampler2D _ColorControl;
+
+half4 frag( v2f i ) : COLOR
+{
+	half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
+	half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
+	half3 bump = (bump1 + bump2) * 0.5;
+	
+	half fresnel = dot( i.viewDir, bump );
+	half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
+	
+	half4 col;
+	col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
+	col.a = _horizonColor.a;
+
+	UNITY_APPLY_FOG(i.fogCoord, col);
+	return col;
+}
+ENDCG
+	}
+}
+
+}

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Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Prefabs/WaterProNighttime.prefab.meta

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Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts.meta

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+ 36 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs

@@ -0,0 +1,36 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    [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");
+        }
+    }
+}

+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta

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+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs

@@ -0,0 +1,9 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    [ExecuteInEditMode]
+    [RequireComponent(typeof(WaterBase))]
+    public class GerstnerDisplace : Displace { }
+}

+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta

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+ 27 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs

@@ -0,0 +1,27 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    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;
+        }
+    }
+}

+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta

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+ 284 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs

@@ -0,0 +1,284 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    [ExecuteInEditMode]
+    [RequireComponent(typeof(WaterBase))]
+    public class PlanarReflection : MonoBehaviour
+    {
+        public LayerMask reflectionMask;
+        public bool reflectSkybox = false;
+        public Color clearColor = Color.grey;
+        public String reflectionSampler = "_ReflectionTex";
+        public float clipPlaneOffset = 0.07F;
+
+
+        Vector3 m_Oldpos;
+        Camera m_ReflectionCamera;
+        Material m_SharedMaterial;
+        Dictionary<Camera, bool> m_HelperCameras;
+
+
+        public void Start()
+        {
+            m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial;
+        }
+
+
+        Camera CreateReflectionCameraFor(Camera cam)
+        {
+            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.GetComponent<Camera>();
+
+            reflectCamera.backgroundColor = clearColor;
+            reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
+
+            SetStandardCameraParameter(reflectCamera, reflectionMask);
+
+            if (!reflectCamera.targetTexture)
+            {
+                reflectCamera.targetTexture = CreateTextureFor(cam);
+            }
+
+            return reflectCamera;
+        }
+
+
+        void SetStandardCameraParameter(Camera cam, LayerMask mask)
+        {
+            cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water"));
+            cam.backgroundColor = Color.black;
+            cam.enabled = false;
+        }
+
+
+        RenderTexture CreateTextureFor(Camera cam)
+        {
+            RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F),
+                Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24);
+            rt.hideFlags = HideFlags.DontSave;
+            return rt;
+        }
+
+
+        public void RenderHelpCameras(Camera currentCam)
+        {
+            if (null == m_HelperCameras)
+            {
+                m_HelperCameras = new Dictionary<Camera, bool>();
+            }
+
+            if (!m_HelperCameras.ContainsKey(currentCam))
+            {
+                m_HelperCameras.Add(currentCam, false);
+            }
+            if (m_HelperCameras[currentCam])
+            {
+                return;
+            }
+
+            if (!m_ReflectionCamera)
+            {
+                m_ReflectionCamera = CreateReflectionCameraFor(currentCam);
+            }
+
+            RenderReflectionFor(currentCam, m_ReflectionCamera);
+
+            m_HelperCameras[currentCam] = true;
+        }
+
+
+        public void LateUpdate()
+        {
+            if (null != m_HelperCameras)
+            {
+                m_HelperCameras.Clear();
+            }
+        }
+
+
+        public void WaterTileBeingRendered(Transform tr, Camera currentCam)
+        {
+            RenderHelpCameras(currentCam);
+
+            if (m_ReflectionCamera && m_SharedMaterial)
+            {
+                m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture);
+            }
+        }
+
+
+        public void OnEnable()
+        {
+            Shader.EnableKeyword("WATER_REFLECTIVE");
+            Shader.DisableKeyword("WATER_SIMPLE");
+        }
+
+
+        public void OnDisable()
+        {
+            Shader.EnableKeyword("WATER_SIMPLE");
+            Shader.DisableKeyword("WATER_REFLECTIVE");
+        }
+
+
+        void RenderReflectionFor(Camera cam, Camera reflectCamera)
+        {
+            if (!reflectCamera)
+            {
+                return;
+            }
+
+            if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler))
+            {
+                return;
+            }
+
+            reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water"));
+
+            SaneCameraSettings(reflectCamera);
+
+            reflectCamera.backgroundColor = clearColor;
+            reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
+            if (reflectSkybox)
+            {
+                if (cam.gameObject.GetComponent(typeof(Skybox)))
+                {
+                    Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox));
+                    if (!sb)
+                    {
+                        sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox));
+                    }
+                    sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material;
+                }
+            }
+
+            GL.invertCulling = true;
+
+            Transform reflectiveSurface = transform; //waterHeight;
+
+            Vector3 eulerA = cam.transform.eulerAngles;
+
+            reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z);
+            reflectCamera.transform.position = cam.transform.position;
+
+            Vector3 pos = reflectiveSurface.transform.position;
+            pos.y = reflectiveSurface.position.y;
+            Vector3 normal = reflectiveSurface.transform.up;
+            float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
+            Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
+
+            Matrix4x4 reflection = Matrix4x4.zero;
+            reflection = CalculateReflectionMatrix(reflection, reflectionPlane);
+            m_Oldpos = cam.transform.position;
+            Vector3 newpos = reflection.MultiplyPoint(m_Oldpos);
+
+            reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
+
+            Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f);
+
+            Matrix4x4 projection = cam.projectionMatrix;
+            projection = CalculateObliqueMatrix(projection, clipPlane);
+            reflectCamera.projectionMatrix = projection;
+
+            reflectCamera.transform.position = newpos;
+            Vector3 euler = cam.transform.eulerAngles;
+            reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
+
+            reflectCamera.Render();
+
+            GL.invertCulling = false;
+        }
+
+
+        void SaneCameraSettings(Camera helperCam)
+        {
+            helperCam.depthTextureMode = DepthTextureMode.None;
+            helperCam.backgroundColor = Color.black;
+            helperCam.clearFlags = CameraClearFlags.SolidColor;
+            helperCam.renderingPath = RenderingPath.Forward;
+        }
+
+
+        static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
+        {
+            Vector4 q = projection.inverse * new Vector4(
+                Sgn(clipPlane.x),
+                Sgn(clipPlane.y),
+                1.0F,
+                1.0F
+                );
+            Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q)));
+            // third row = clip plane - fourth row
+            projection[2] = c.x - projection[3];
+            projection[6] = c.y - projection[7];
+            projection[10] = c.z - projection[11];
+            projection[14] = c.w - projection[15];
+
+            return projection;
+        }
+
+
+        static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane)
+        {
+            reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]);
+            reflectionMat.m01 = (- 2.0F * plane[0] * plane[1]);
+            reflectionMat.m02 = (- 2.0F * plane[0] * plane[2]);
+            reflectionMat.m03 = (- 2.0F * plane[3] * plane[0]);
+
+            reflectionMat.m10 = (- 2.0F * plane[1] * plane[0]);
+            reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]);
+            reflectionMat.m12 = (- 2.0F * plane[1] * plane[2]);
+            reflectionMat.m13 = (- 2.0F * plane[3] * plane[1]);
+
+            reflectionMat.m20 = (- 2.0F * plane[2] * plane[0]);
+            reflectionMat.m21 = (- 2.0F * plane[2] * plane[1]);
+            reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]);
+            reflectionMat.m23 = (- 2.0F * plane[3] * plane[2]);
+
+            reflectionMat.m30 = 0.0F;
+            reflectionMat.m31 = 0.0F;
+            reflectionMat.m32 = 0.0F;
+            reflectionMat.m33 = 1.0F;
+
+            return reflectionMat;
+        }
+
+
+        static float Sgn(float a)
+        {
+            if (a > 0.0F)
+            {
+                return 1.0F;
+            }
+            if (a < 0.0F)
+            {
+                return -1.0F;
+            }
+            return 0.0F;
+        }
+
+
+        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));
+        }
+    }
+}

+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta

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+ 33 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs

@@ -0,0 +1,33 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    [RequireComponent(typeof(WaterBase))]
+    [ExecuteInEditMode]
+    public class SpecularLighting : MonoBehaviour
+    {
+        public Transform specularLight;
+        private WaterBase m_WaterBase;
+
+
+        public void Start()
+        {
+            m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
+        }
+
+
+        public void Update()
+        {
+            if (!m_WaterBase)
+            {
+                m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
+            }
+
+            if (specularLight && m_WaterBase.sharedMaterial)
+            {
+                m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward);
+            }
+        }
+    }
+}

+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta

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+ 403 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/Water.cs

@@ -0,0 +1,403 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    [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 waterMode = WaterMode.Refractive;
+        public bool disablePixelLights = true;
+        public int textureSize = 256;
+        public float clipPlaneOffset = 0.07f;
+        public LayerMask reflectLayers = -1;
+        public LayerMask refractLayers = -1;
+
+
+        private Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
+        private Dictionary<Camera, Camera> m_RefractionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
+        private RenderTexture m_ReflectionTexture;
+        private RenderTexture m_RefractionTexture;
+        private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
+        private int m_OldReflectionTextureSize;
+        private int m_OldRefractionTextureSize;
+        private static bool s_InsideWater;
+
+
+        // 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 || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial ||
+                !GetComponent<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 (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) - 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);
+
+				// Set custom culling matrix from the current camera
+				reflectionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix;
+
+				reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer
+                reflectionCamera.targetTexture = m_ReflectionTexture;
+                bool oldCulling = GL.invertCulling;
+                GL.invertCulling = !oldCulling;
+                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.invertCulling = oldCulling;
+                GetComponent<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);
+
+				// Set custom culling matrix from the current camera
+				refractionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix;
+
+				refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer
+                refractionCamera.targetTexture = m_RefractionTexture;
+                refractionCamera.transform.position = cam.transform.position;
+                refractionCamera.transform.rotation = cam.transform.rotation;
+                refractionCamera.Render();
+                GetComponent<Renderer>().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture);
+            }
+
+            // Restore pixel light count
+            if (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 (var kvp in m_ReflectionCameras)
+            {
+                DestroyImmediate((kvp.Value).gameObject);
+            }
+            m_ReflectionCameras.Clear();
+            foreach (var 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 (!GetComponent<Renderer>())
+            {
+                return;
+            }
+            Material mat = GetComponent<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)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
+                (float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
+                (float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
+                (float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
+                );
+
+            mat.SetVector("_WaveOffset", offsetClamped);
+            mat.SetVector("_WaveScale4", waveScale4);
+        }
+
+        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<Skybox>();
+                Skybox mysky = dest.GetComponent<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
+        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 != textureSize)
+                {
+                    if (m_ReflectionTexture)
+                    {
+                        DestroyImmediate(m_ReflectionTexture);
+                    }
+                    m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16);
+                    m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
+                    m_ReflectionTexture.isPowerOfTwo = true;
+                    m_ReflectionTexture.hideFlags = HideFlags.DontSave;
+                    m_OldReflectionTextureSize = 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.GetComponent<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 != textureSize)
+                {
+                    if (m_RefractionTexture)
+                    {
+                        DestroyImmediate(m_RefractionTexture);
+                    }
+                    m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16);
+                    m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
+                    m_RefractionTexture.isPowerOfTwo = true;
+                    m_RefractionTexture.hideFlags = HideFlags.DontSave;
+                    m_OldRefractionTextureSize = 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.GetComponent<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;
+                }
+            }
+        }
+
+        WaterMode GetWaterMode()
+        {
+            if (m_HardwareWaterSupport < waterMode)
+            {
+                return m_HardwareWaterSupport;
+            }
+            return waterMode;
+        }
+
+        WaterMode FindHardwareWaterSupport()
+        {
+            if (!GetComponent<Renderer>())
+            {
+                return WaterMode.Simple;
+            }
+
+            Material mat = GetComponent<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;
+        }
+
+        // Given position/normal of the plane, calculates plane in camera space.
+        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));
+        }
+
+        // Calculates reflection matrix around the given plane
+        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;
+        }
+    }
+}

+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta

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+ 78 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs

@@ -0,0 +1,78 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    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();
+            }
+        }
+    }
+}

+ 9 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta

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+ 67 - 0
Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs

@@ -0,0 +1,67 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+    [ExecuteInEditMode]
+    public class WaterTile : MonoBehaviour
+    {
+        public PlanarReflection reflection;
+        public WaterBase waterBase;
+
+
+        public void Start()
+        {
+            AcquireComponents();
+        }
+
+
+        void AcquireComponents()
+        {
+            if (!reflection)
+            {
+                if (transform.parent)
+                {
+                    reflection = transform.parent.GetComponent<PlanarReflection>();
+                }
+                else
+                {
+                    reflection = transform.GetComponent<PlanarReflection>();
+                }
+            }
+
+            if (!waterBase)
+            {
+                if (transform.parent)
+                {
+                    waterBase = transform.parent.GetComponent<WaterBase>();
+                }
+                else
+                {
+                    waterBase = transform.GetComponent<WaterBase>();
+                }
+            }
+        }
+
+
+#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);
+            }
+        }
+    }
+}

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Assets/ThirdAssets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader

@@ -0,0 +1,163 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+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)
+	[NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
+	[NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {}
+	WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
+	[NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
+	_HorizonColor ("Simple water horizon color", COLOR)  = ( .172, .463, .435, 1)
+	[HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {}
+	[HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {}
+}
+
+
+// -----------------------------------------------------------
+// Fragment program cards
+
+
+Subshader {
+	Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
+	Pass {
+CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
+#pragma multi_compile_fog
+#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
+	UNITY_FOG_COORDS(4)
+};
+
+v2f vert(appdata v)
+{
+	v2f o;
+	o.pos = UnityObjectToClipPos(v.vertex);
+	
+
+	// scroll bump waves
+	float4 temp;
+	float4 wpos = mul (unity_ObjectToWorld, v.vertex);
+	temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
+	o.bumpuv0 = temp.xy;
+	o.bumpuv1 = temp.wz;
+	
+	// object space view direction (will normalize per pixel)
+	o.viewDir.xzy = WorldSpaceViewDir(v.vertex);
+	
+	#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
+	o.ref = ComputeNonStereoScreenPos(o.pos);
+	#endif
+
+	UNITY_TRANSFER_FOG(o,o.pos);
+	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
+
+	UNITY_APPLY_FOG(i.fogCoord, color);
+	return color;
+}
+ENDCG
+
+	}
+}
+
+}

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