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杨泽宇
顺职VR迷宫游戏教学
Commits
85e7c26b
Commit
85e7c26b
authored
Feb 23, 2024
by
张英美
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Assets/PureNature.meta
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Prefabs.meta
Assets/PureNature/Prefabs.meta
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Assets/PureNature/Prefabs/Fx.meta
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Clouds.prefab
Assets/PureNature/Prefabs/Fx/Clouds.prefab
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Clouds.prefab.meta
Assets/PureNature/Prefabs/Fx/Clouds.prefab.meta
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-0
Scripts.meta
Assets/PureNature/Scripts.meta
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-0
CloudsVolume.cs
Assets/PureNature/Scripts/CloudsVolume.cs
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CloudsVolume.cs.meta
Assets/PureNature/Scripts/CloudsVolume.cs.meta
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Shaders.meta
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Clouds.shader
Assets/PureNature/Shaders/Clouds.shader
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Clouds.shader.meta
Assets/PureNature/Shaders/Clouds.shader.meta
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Textures.meta
Assets/PureNature/Textures.meta
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Clouds.meta
Assets/PureNature/Textures/Clouds.meta
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Assets/PureNature/Textures/UI.meta
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Cloud.png
Assets/PureNature/Textures/UI/Cloud.png
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Assets/PureNature/Textures/UI/Cloud.png.meta
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Assets/_Scenes/ZYMtest.unity
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Assets/_美术资源/1_模型/布局/New Material.mat
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Assets/_美术资源/1_模型/布局/New Material.mat.meta
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Assets/_美术资源/1_模型/建筑/障碍门.fbx.meta
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Assets/_美术资源/2_材质球/New Material.mat
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85e7c26b
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
[ExecuteInEditMode]
public
class
CloudsVolume
:
MonoBehaviour
{
[
Space
(
10
)]
public
int
volumeSamples
=
50
;
public
float
volumeSize
=
500f
;
float
volumeOffset
;
[
Space
(
10
)]
public
Mesh
quadMesh
;
public
Material
cloudsMaterial
;
private
Matrix4x4
matrix
;
private
Matrix4x4
[]
matrices
;
void
Update
()
{
cloudsMaterial
.
SetFloat
(
"_cloudsPosition"
,
transform
.
position
.
y
);
cloudsMaterial
.
SetFloat
(
"_cloudsHeight"
,
volumeSize
);
volumeOffset
=
volumeSize
/
volumeSamples
/
2f
;
Vector3
startPosition
=
transform
.
position
+
(
Vector3
.
up
*
(
volumeOffset
*
volumeSamples
/
2f
));
matrices
=
new
Matrix4x4
[
volumeSamples
];
for
(
int
i
=
0
;
i
<
volumeSamples
;
i
++)
{
matrix
=
Matrix4x4
.
TRS
(
startPosition
-
(
Vector3
.
up
*
volumeOffset
*
i
),
transform
.
rotation
,
transform
.
localScale
);
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[
i
]
=
matrix
;
Graphics
.
DrawMesh
(
quadMesh
,
matrix
,
cloudsMaterial
,
0
);
}
Graphics
.
DrawMeshInstanced
(
quadMesh
,
0
,
cloudsMaterial
,
matrices
,
volumeSamples
);
}
}
\ No newline at end of file
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85e7c26b
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader
"Custom/Clouds"
{
Properties
{
_ViewDistance
(
"View Distance"
,
Float
)
=
5000
_DirectionSpeed
(
"Direction / Speed"
,
Vector
)
=
(
20
,
5
,
10
,
-
5
)
[
Header
(
Main
)][
Space
(
10
)]
_Noise01
(
"Noise 01"
,
2
D
)
=
"white"
{}
_Tiling01
(
"Tiling"
,
Float
)
=
0
.
02
_Noise01Power
(
"Power"
,
Range
(
0
,
1
))
=
0
.
75
[
Space
(
30
)]
_Noise02
(
"Noise 02"
,
2
D
)
=
"white"
{}
_Tiling02
(
"Tiling"
,
Float
)
=
0
.
03
_Noise02Power
(
"Power"
,
Range
(
0
,
1
))
=
0
.
3
[
Space
(
10
)][
Header
(
Clouds
)][
Space
(
10
)]
_ScatteringColor
(
"Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_Coverage
(
"Coverage"
,
Range
(
0
,
1
))
=
0
.
3
_Softness
(
"Softness"
,
Range
(
0
,
1
))
=
0
.
25
[
Toggle
(
_USEFOG_ON
)]
_UseFog
(
"Use Fog"
,
Float
)
=
1
[
Space
(
10
)][
Header
(
Scattering
)][
Space
(
10
)]
_CloudsColor
(
"Color"
,
Color
)
=
(
0
.
1843137
,
0
.
3568628
,
0
.
4627451
,
1
)
[
HideInInspector
]
_cloudsPosition
(
"cloudsPosition"
,
Float
)
=
1
_ScatteringPower
(
"Absorption"
,
Range
(
0
,
50
))
=
10
[
HideInInspector
]
_cloudsHeight
(
"cloudsHeight"
,
Float
)
=
1
[
HideInInspector
]
__dirty
(
""
,
Int
)
=
1
}
SubShader
{
Tags
{
"RenderType"
=
"Transparent"
"Queue"
=
"Transparent+0"
"IgnoreProjector"
=
"True"
"ForceNoShadowCasting"
=
"True"
"IsEmissive"
=
"true"
}
Cull
Off
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma shader_feature_local _USEFOG_ON
struct
Input
{
float3
worldPos
;
float
eyeDepth
;
};
struct
SurfaceOutputCustomLightingCustom
{
half3
Albedo
;
half3
Normal
;
half3
Emission
;
half
Metallic
;
half
Smoothness
;
half
Occlusion
;
half
Alpha
;
Input
SurfInput
;
UnityGIInput
GIData
;
};
uniform
float
_cloudsPosition
;
uniform
float
_cloudsHeight
;
uniform
float
_Coverage
;
uniform
float
_ScatteringPower
;
uniform
float4
_ScatteringColor
;
uniform
float4
_CloudsColor
;
uniform
float
_ViewDistance
;
uniform
sampler2D
_Noise02
;
uniform
float4
_DirectionSpeed
;
uniform
float
_Tiling02
;
uniform
sampler2D
_Noise01
;
uniform
float
_Tiling01
;
uniform
float
_Noise01Power
;
uniform
float
_Noise02Power
;
uniform
float
_Softness
;
void
vertexDataFunc
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
o
.
eyeDepth
=
-
UnityObjectToViewPos
(
v
.
vertex
.
xyz
).
z
;
}
inline
half4
LightingStandardCustomLighting
(
inout
SurfaceOutputCustomLightingCustom
s
,
half3
viewDir
,
UnityGI
gi
)
{
UnityGIInput
data
=
s
.
GIData
;
Input
i
=
s
.
SurfInput
;
half4
c
=
0
;
float
cameraDepthFade66
=
((
i
.
eyeDepth
-
_ProjectionParams
.
y
-
0
.
0
)
/
_ViewDistance
);
float
DistanceFade124
=
(
1
.
0
-
cameraDepthFade66
);
float2
appendResult161
=
(
float2
(
_DirectionSpeed
.
z
,
_DirectionSpeed
.
w
));
float3
ase_worldPos
=
i
.
worldPos
;
float2
appendResult4
=
(
float2
(
ase_worldPos
.
x
,
ase_worldPos
.
z
));
float2
panner159
=
(
_Time
.
y
*
appendResult161
+
appendResult4
);
float3
temp_cast_1
=
(
tex2D
(
_Noise02
,
(
panner159
*
(
_Tiling02
/
10000
.
0
)
)
).
r
).
xxx
;
float3
temp_cast_2
=
(
tex2D
(
_Noise02
,
(
panner159
*
(
_Tiling02
/
10000
.
0
)
)
).
r
).
xxx
;
float3
linearToGamma92
=
LinearToGammaSpace
(
temp_cast_2
);
float2
appendResult160
=
(
float2
(
_DirectionSpeed
.
x
,
_DirectionSpeed
.
y
));
float2
panner157
=
(
_Time
.
y
*
appendResult160
+
appendResult4
);
float3
temp_cast_3
=
(
tex2D
(
_Noise01
,
(
panner157
*
(
_Tiling01
/
10000
.
0
)
)
).
r
).
xxx
;
float3
temp_cast_4
=
(
tex2D
(
_Noise01
,
(
panner157
*
(
_Tiling01
/
10000
.
0
)
)
).
r
).
xxx
;
float3
linearToGamma91
=
LinearToGammaSpace
(
temp_cast_4
);
float3
blendOpSrc155
=
linearToGamma92
;
float3
blendOpDest155
=
(
linearToGamma91
*
_Noise01Power
);
float3
lerpBlendMode155
=
lerp
(
blendOpDest155
,
max
(
blendOpSrc155
,
blendOpDest155
),
_Noise02Power
);
float3
Noise121
=
(
saturate
(
lerpBlendMode155
));
float
Coverage211
=
_Coverage
;
float
CloudHeight130
=
(
1
.
0
-
pow
(
saturate
(
(
abs
(
(
_cloudsPosition
-
ase_worldPos
.
y
)
)
/
_cloudsHeight
)
)
,
(
1
.
0
-
Coverage211
)
)
);
float3
temp_cast_5
=
((
1
.
0
-
(
0
.
0
+
(
Coverage211
-
0
.
0
)
*
(
1
.
0
-
0
.
0
)
/
(
0
.
98
-
0
.
0
))
)).
xxx
;
float3
temp_cast_6
=
(
_Softness
).
xxx
;
float3
CloudCoverage134
=
pow
(
saturate
(
(
float3
(
0
,
0
,
0
)
+
((
Noise121
*
CloudHeight130
)
-
temp_cast_5
)
*
(
float3
(
1
,
0
,
0
)
-
float3
(
0
,
0
,
0
))
/
(
float3
(
1
,
0
,
0
)
-
temp_cast_5
))
)
,
temp_cast_6
);
c
.
rgb
=
0
;
c
.
a
=
saturate
(
(
DistanceFade124
*
CloudCoverage134
)
).
x
;
return
c
;
}
inline
void
LightingStandardCustomLighting_GI
(
inout
SurfaceOutputCustomLightingCustom
s
,
UnityGIInput
data
,
inout
UnityGI
gi
)
{
s
.
GIData
=
data
;
}
void
surf
(
Input
i
,
inout
SurfaceOutputCustomLightingCustom
o
)
{
o
.
SurfInput
=
i
;
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
float4
ase_lightColor
=
0
;
#else //aselc
float4
ase_lightColor
=
_LightColor0
;
#endif //aselc
float3
ase_worldPos
=
i
.
worldPos
;
float3
ase_worldViewDir
=
Unity_SafeNormalize
(
UnityWorldSpaceViewDir
(
ase_worldPos
)
);
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
float3
ase_worldlightDir
=
0
;
#else //aseld
float3
ase_worldlightDir
=
normalize
(
UnityWorldSpaceLightDir
(
ase_worldPos
)
);
#endif //aseld
float
dotResult109
=
dot
(
ase_worldViewDir
,
-
ase_worldlightDir
);
float
temp_output_114_0
=
pow
(
saturate
(
dotResult109
)
,
5
.
0
);
float
Coverage211
=
_Coverage
;
float
CloudHeight130
=
(
1
.
0
-
pow
(
saturate
(
(
abs
(
(
_cloudsPosition
-
ase_worldPos
.
y
)
)
/
_cloudsHeight
)
)
,
(
1
.
0
-
Coverage211
)
)
);
float
temp_output_197_0
=
pow
(
(
1
*
CloudHeight130
)
,
_ScatteringPower
);
float4
Scattering119
=
(
(
(
ase_lightColor
*
temp_output_114_0
)
+
(
temp_output_114_0
*
unity_AmbientSky
*
ase_lightColor
)
)
*
temp_output_197_0
);
float
Lerp223
=
temp_output_197_0
;
float
cameraDepthFade66
=
((
i
.
eyeDepth
-
_ProjectionParams
.
y
-
0
.
0
)
/
_ViewDistance
);
float
DistanceFade124
=
(
1
.
0
-
cameraDepthFade66
);
#ifdef _USEFOG_ON
float
staticSwitch192
=
saturate
(
(
DistanceFade124
/
1
.
0
)
);
#else
float
staticSwitch192
=
1
.
0
;
#endif
float4
lerpResult181
=
lerp
(
unity_FogColor
,
_CloudsColor
,
staticSwitch192
);
float4
CloudLighting137
=
(
Scattering119
+
(
(
_ScatteringColor
*
Lerp223
)
+
lerpResult181
)
);
o
.
Emission
=
CloudLighting137
.
rgb
;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustomLighting alpha:fade keepalpha fullforwardshadows nofog vertex:vertexDataFunc
ENDCG
Pass
{
Name
"ShadowCaster"
Tags
{
"LightMode"
=
"ShadowCaster"
}
ZWrite
On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D
_DitherMaskLOD
;
struct
v2f
{
V2F_SHADOW_CASTER
;
float1
customPack1
:
TEXCOORD1
;
float3
worldPos
:
TEXCOORD2
;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f
vert
(
appdata_full
v
)
{
v2f
o
;
UNITY_SETUP_INSTANCE_ID
(
v
);
UNITY_INITIALIZE_OUTPUT
(
v2f
,
o
);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO
(
o
);
UNITY_TRANSFER_INSTANCE_ID
(
v
,
o
);
Input
customInputData
;
vertexDataFunc
(
v
,
customInputData
);
float3
worldPos
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
).
xyz
;
half3
worldNormal
=
UnityObjectToWorldNormal
(
v
.
normal
);
o
.
customPack1
.
x
=
customInputData
.
eyeDepth
;
o
.
worldPos
=
worldPos
;
TRANSFER_SHADOW_CASTER_NORMALOFFSET
(
o
)
return
o
;
}
half4
frag
(
v2f
IN
#if !defined( CAN_SKIP_VPOS )
,
UNITY_VPOS_TYPE
vpos
:
VPOS
#endif
)
:
SV_Target
{
UNITY_SETUP_INSTANCE_ID
(
IN
);
Input
surfIN
;
UNITY_INITIALIZE_OUTPUT
(
Input
,
surfIN
);
surfIN
.
eyeDepth
=
IN
.
customPack1
.
x
;
float3
worldPos
=
IN
.
worldPos
;
half3
worldViewDir
=
normalize
(
UnityWorldSpaceViewDir
(
worldPos
)
);
surfIN
.
worldPos
=
worldPos
;
SurfaceOutputCustomLightingCustom
o
;
UNITY_INITIALIZE_OUTPUT
(
SurfaceOutputCustomLightingCustom
,
o
)
surf
(
surfIN
,
o
);
UnityGI
gi
;
UNITY_INITIALIZE_OUTPUT
(
UnityGI
,
gi
);
o
.
Alpha
=
LightingStandardCustomLighting
(
o
,
worldViewDir
,
gi
).
a
;
#if defined( CAN_SKIP_VPOS )
float2
vpos
=
IN
.
pos
;
#endif
half
alphaRef
=
tex3D
(
_DitherMaskLOD
,
float3
(
vpos
.
xy
*
0
.
25
,
o
.
Alpha
*
0
.
9375
)
).
a
;
clip
(
alphaRef
-
0
.
01
);
SHADOW_CASTER_FRAGMENT
(
IN
)
}
ENDCG
}
}
Fallback
"Diffuse"
}
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