#11 Shader Change

This commit is contained in:
M1_IDMhan 2023-08-05 01:02:49 +09:00
parent 2cf45d3dea
commit 551b0ac8ed
20020 changed files with 3183632 additions and 36923 deletions

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@ -15,31 +15,31 @@ public class Floater : MonoBehaviour
void Update()
{
float waveNumber = 2.0f * Mathf.PI / waveGenerator.waveLength;
float phaseConstant = waveGenerator.speed * waveNumber;
var waveNumber = 2.0f * Mathf.PI / waveGenerator.waveLength;
var phaseConstant = waveGenerator.speed * waveNumber;
// Convert the boat's world position to the wave's local position
Vector3 localPosition = waveGenerator.transform.InverseTransformPoint(rb.position);
float dotProduct = Vector2.Dot(new Vector2(localPosition.x, localPosition.z), waveGenerator.direction);
var localPosition = waveGenerator.transform.InverseTransformPoint(rb.position);
var dotProduct = Vector2.Dot(new Vector2(localPosition.x, localPosition.z), waveGenerator.direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
var wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
// Calculate the new height
float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset;
var newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset;
localPosition.y = newY;
// Convert the position back to world coordinates
rb.MovePosition(waveGenerator.transform.TransformPoint(localPosition));
// Calculate the wave's normal at the boat's position
Vector3 normal = new Vector3(
var normal = new Vector3(
-waveGenerator.amplitude * waveNumber * waveGenerator.direction.x * Mathf.Cos(wavePhase),
1.0f,
-waveGenerator.amplitude * waveNumber * waveGenerator.direction.y * Mathf.Cos(wavePhase)
).normalized;
// Rotate the boat to align with the wave's normal
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, normal) * transform.rotation;
var targetRotation = Quaternion.FromToRotation(transform.up, normal) * transform.rotation;
rb.MoveRotation(Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * waveGenerator.speed));
}
}

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@ -11,25 +11,25 @@ public class GerstnerWave : MonoBehaviour
void Update()
{
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
var mesh = GetComponent<MeshFilter>().mesh;
var vertices = mesh.vertices;
var normals = mesh.normals;
float waveNumber = 2.0f * Mathf.PI / waveLength;
float phaseConstant = speed * waveNumber;
var waveNumber = 2.0f * Mathf.PI / waveLength;
var phaseConstant = speed * waveNumber;
for (int i = 0; i < vertices.Length; i++)
for (var i = 0; i < vertices.Length; i++)
{
Vector3 vertex = vertices[i];
float dotProduct = Vector2.Dot(new Vector2(vertex.x, vertex.z), direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
var vertex = vertices[i];
var dotProduct = Vector2.Dot(new Vector2(vertex.x, vertex.z), direction);
var wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
vertex.y = amplitude * Mathf.Sin(wavePhase);
vertices[i] = vertex;
// Calculate the normal at the vertex
float cosPhase = Mathf.Cos(wavePhase);
float dx = -waveNumber * amplitude * direction.x * cosPhase;
float dz = -waveNumber * amplitude * direction.y * cosPhase;
var cosPhase = Mathf.Cos(wavePhase);
var dx = -waveNumber * amplitude * direction.x * cosPhase;
var dz = -waveNumber * amplitude * direction.y * cosPhase;
normals[i] = new Vector3(dx, 1.0f, dz).normalized;
}
@ -39,18 +39,18 @@ public class GerstnerWave : MonoBehaviour
public Vector3 GetWaveNormal(Vector3 position)
{
float waveNumber = 2.0f * Mathf.PI / waveLength;
float phaseConstant = speed * waveNumber;
float dotProduct = Vector2.Dot(new Vector2(position.x + transform.position.x, position.z + transform.position.z), direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
var waveNumber = 2.0f * Mathf.PI / waveLength;
var phaseConstant = speed * waveNumber;
var dotProduct = Vector2.Dot(new Vector2(position.x + transform.position.x, position.z + transform.position.z), direction);
var wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
float cosPhase = Mathf.Cos(wavePhase);
var cosPhase = Mathf.Cos(wavePhase);
// We differentiate the wave function to get the slope at the current point
float dx = -waveNumber * amplitude * direction.x * cosPhase;
float dz = -waveNumber * amplitude * direction.y * cosPhase;
var dx = -waveNumber * amplitude * direction.x * cosPhase;
var dz = -waveNumber * amplitude * direction.y * cosPhase;
Vector3 normal = new Vector3(dx, 1.0f, dz).normalized;
var normal = new Vector3(dx, 1.0f, dz).normalized;
return normal;
}
}

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@ -12,7 +12,7 @@ namespace _02.Scripts.WaterAndShip
private Rigidbody rb;
private Vector2 movementInput;
void Awake()
private void Awake()
{
rb = GetComponent<Rigidbody>();
}
@ -22,20 +22,20 @@ namespace _02.Scripts.WaterAndShip
movementInput = value.Get<Vector2>();
}
void FixedUpdate()
private void FixedUpdate()
{
// Calculate the desired velocity
Vector3 desiredVelocity = transform.forward * movementInput.y * maxSpeed;
var desiredVelocity = transform.forward * movementInput.y * maxSpeed;
// If moving forward, use acceleration. Otherwise, use deceleration.
float speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
var speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
// Adjust the current velocity towards the desired velocity
rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
// Rotate the boat
float turn = movementInput.x;
Quaternion turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
var turn = movementInput.x;
var turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
rb.MoveRotation(rb.rotation * turnRotation);
}
}

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@ -26,13 +26,16 @@ Material:
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@ -128,7 +131,7 @@ Material:
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@ -156,11 +159,11 @@ Material:
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@ -0,0 +1,83 @@
using UnityEngine;
using UnityEditor;
namespace Dustyroom {
[CanEditMultipleObjects]
[CustomEditor(typeof(LinearMotion))]
public class LinearMotionEditor : UnityEditor.Editor {
private SerializedProperty _translationMode;
private SerializedProperty _translationVector;
private SerializedProperty _translationSpeed;
private SerializedProperty _translationAcceleration;
private SerializedProperty _rotationMode;
private SerializedProperty _rotationAxis;
private SerializedProperty _rotationSpeed;
private SerializedProperty _rotationAcceleration;
private SerializedProperty _useLocalCoordinate;
private static readonly GUIContent TextRotation = new GUIContent("Rotation");
private static readonly GUIContent TextAcceleration = new GUIContent("Acceleration");
private static readonly GUIContent TextTranslation = new GUIContent("Translation");
private static readonly GUIContent TextSpeed = new GUIContent("Speed");
private static readonly GUIContent TextVector = new GUIContent("Vector");
private static readonly GUIContent TextLocalCoordinate = new GUIContent("Local Coordinate");
void OnEnable() {
_translationMode = serializedObject.FindProperty("translationMode");
_translationVector = serializedObject.FindProperty("translationVector");
_translationSpeed = serializedObject.FindProperty("translationSpeed");
_translationAcceleration = serializedObject.FindProperty("translationAcceleration");
_rotationMode = serializedObject.FindProperty("rotationMode");
_rotationAxis = serializedObject.FindProperty("rotationAxis");
_rotationSpeed = serializedObject.FindProperty("rotationSpeed");
_rotationAcceleration = serializedObject.FindProperty("rotationAcceleration");
_useLocalCoordinate = serializedObject.FindProperty("useLocalCoordinate");
}
public override void OnInspectorGUI() {
serializedObject.Update();
EditorGUILayout.PropertyField(_translationMode, TextTranslation);
EditorGUI.indentLevel++;
if (_translationMode.hasMultipleDifferentValues ||
_translationMode.enumValueIndex == (int) LinearMotion.TranslationMode.Vector) {
EditorGUILayout.PropertyField(_translationVector, TextVector);
}
if (_translationMode.hasMultipleDifferentValues ||
_translationMode.enumValueIndex != 0) {
EditorGUILayout.PropertyField(_translationSpeed, TextSpeed);
EditorGUILayout.PropertyField(_translationAcceleration, TextAcceleration);
}
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(_rotationMode, TextRotation);
EditorGUI.indentLevel++;
if (_rotationMode.hasMultipleDifferentValues ||
_rotationMode.enumValueIndex == (int) LinearMotion.RotationMode.Vector) {
EditorGUILayout.PropertyField(_rotationAxis, TextVector);
}
if (_rotationMode.hasMultipleDifferentValues ||
_rotationMode.enumValueIndex != 0) {
EditorGUILayout.PropertyField(_rotationSpeed, TextSpeed);
EditorGUILayout.PropertyField(_rotationAcceleration, TextAcceleration);
}
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(_useLocalCoordinate, TextLocalCoordinate);
serializedObject.ApplyModifiedProperties();
}
}
}

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using System;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Dustyroom {
public class LinearMotion : MonoBehaviour {
public enum TranslationMode {
Off,
XAxis,
YAxis,
ZAxis,
Vector
}
public enum RotationMode {
Off,
XAxis,
YAxis,
ZAxis,
Vector
}
public TranslationMode translationMode = TranslationMode.Off;
public Vector3 translationVector = Vector3.forward;
public float translationSpeed = 1.0f;
public RotationMode rotationMode = RotationMode.Off;
public Vector3 rotationAxis = Vector3.up;
public float rotationSpeed = 50.0f;
public bool useLocalCoordinate = true;
public float translationAcceleration = 0f;
public float rotationAcceleration = 0f;
private Vector3 TranslationVector {
get {
switch (translationMode) {
case TranslationMode.XAxis: return Vector3.right;
case TranslationMode.YAxis: return Vector3.up;
case TranslationMode.ZAxis: return Vector3.forward;
case TranslationMode.Vector: return translationVector;
case TranslationMode.Off:
break;
default:
throw new ArgumentOutOfRangeException();
}
return Vector3.zero;
}
}
Vector3 RotationVector {
get {
switch (rotationMode) {
case RotationMode.XAxis: return Vector3.right;
case RotationMode.YAxis: return Vector3.up;
case RotationMode.ZAxis: return Vector3.forward;
case RotationMode.Vector: return rotationAxis;
case RotationMode.Off:
break;
default:
throw new ArgumentOutOfRangeException();
}
return Vector3.zero;
}
}
void Update() {
if (translationMode != TranslationMode.Off) {
Vector3 positionDelta = TranslationVector * translationSpeed * Time.deltaTime;
if (useLocalCoordinate) {
transform.localPosition += positionDelta;
}
else {
transform.position += positionDelta;
}
}
if (rotationMode == RotationMode.Off) return;
Quaternion rotationDelta = Quaternion.AngleAxis(
rotationSpeed * Time.deltaTime, RotationVector);
if (useLocalCoordinate) {
transform.localRotation = rotationDelta * transform.localRotation;
}
else {
transform.rotation = rotationDelta * transform.rotation;
}
}
private void FixedUpdate() {
translationSpeed += translationAcceleration;
rotationSpeed += rotationAcceleration;
}
}
}

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using UnityEngine;
namespace Dustyroom {
public class OrbitMotion : MonoBehaviour {
public enum TargetMode {
Transform,
Position
}
public TargetMode targetMode = TargetMode.Position;
public Transform targetTransform;
public bool followTargetTransform = true;
public Vector3 targetOffset = Vector3.zero;
public Vector3 targetPosition;
[Space] public float distanceHorizontal = 60.0f;
public float distanceVertical = 60.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float damping = 3f;
[Space] public bool clampAngle = false;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
[Space] public bool allowZoom = false;
public float distanceMin = .5f;
public float distanceMax = 15f;
float _x = 0.0f;
float _y = 0.0f;
[Space] public bool autoMovement = false;
public float autoSpeedX = 0.2f;
public float autoSpeedY = 0.1f;
public float autoSpeedDistance = -0.1f;
[Space] public bool interactive = true;
private float _lastMoveTime;
[HideInInspector] public float timeSinceLastMove;
void Start() {
Vector3 angles = transform.eulerAngles;
_x = angles.y;
_y = angles.x;
// Make the rigid body not change rotation
Rigidbody rigidbody = GetComponent<Rigidbody>();
if (rigidbody != null) {
rigidbody.freezeRotation = true;
}
#if (UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR
xSpeed *= 0.2f;
ySpeed *= 0.2f;
#endif
if (targetMode == TargetMode.Transform) {
if (targetTransform != null) {
targetPosition = targetTransform.position + targetOffset;
}
else {
Debug.LogWarning("Reference transform is not set.");
}
}
}
void Update() {
if (targetMode == TargetMode.Transform && followTargetTransform) {
if (targetTransform != null) {
targetPosition = targetTransform.position + targetOffset;
}
else {
Debug.LogWarning("Reference transform is not set.");
}
}
//*
bool isCameraMoving = false;
#if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR)
isCameraMoving = Input.GetTouch(0).deltaPosition.sqrMagnitude > 0f;
#else
isCameraMoving = Mathf.Abs(Input.GetAxis("Mouse X")) + Mathf.Abs(Input.GetAxis("Mouse Y")) > 0f;
#endif
if (isCameraMoving) {
_lastMoveTime = Time.time;
}
timeSinceLastMove = Time.time - _lastMoveTime;
//*/
if (interactive && Input.GetMouseButton(0)) {
#if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR)
_x += Input.GetTouch(0).deltaPosition.x * xSpeed * 40f * 0.02f;
_y -= Input.GetTouch(0).deltaPosition.y * ySpeed * 40f * 0.02f;
#else
_x += Input.GetAxis("Mouse X") * xSpeed * 40f * 0.02f;
_y -= Input.GetAxis("Mouse Y") * ySpeed * 40f * 0.02f;
#endif
}
else if (autoMovement) {
_x += autoSpeedX * 40f * Time.deltaTime * 10f;
_y -= autoSpeedY * 40f * Time.deltaTime * 10f;
distanceHorizontal += autoSpeedDistance;
}
if (clampAngle) {
_y = ClampAngle(_y, yMinLimit, yMaxLimit);
}
Quaternion rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(_y, _x, 0),
Time.deltaTime * damping);
if (allowZoom) {
distanceHorizontal = Mathf.Clamp(
distanceHorizontal - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
}
float rotationX = rotation.eulerAngles.x;
if (rotationX > 90f) {
rotationX -= 360f;
}
float usedDistance = Mathf.Lerp(distanceHorizontal, distanceVertical, Mathf.Abs(rotationX / 90f));
Vector3 negDistance = new Vector3(0.0f, 0.0f, -usedDistance);
Vector3 position = rotation * negDistance + targetPosition;
transform.rotation = rotation;
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max) {
if (angle < -360f)
angle += 360f;
if (angle > 360f)
angle -= 360f;
return Mathf.Clamp(angle, min, max);
}
}
}

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