diff --git a/Assembly-CSharp-firstpass.csproj b/Assembly-CSharp-firstpass.csproj
new file mode 100644
index 0000000..cbfb510
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+++ b/Assembly-CSharp-firstpass.csproj
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+
+
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+ Debug
+ AnyCPU
+ 10.0.20506
+ 2.0
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+ {9FCC6E66-6541-8EB7-44BE-A6A0D9447927}
+ Library
+ Properties
+ Assembly-CSharp-firstpass
+ v3.5
+ 512
+ Assets
+
+
+ true
+ full
+ false
+ Temp\bin\Debug\
+ DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_1;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE
+ prompt
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diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
new file mode 100644
index 0000000..456a514
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+
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+ AnyCPU
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+ Assembly-CSharp
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+
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+ Temp\bin\Debug\
+ DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_1;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE
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index 0000000..0cecc96
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diff --git a/Assets/Cube.prefab.meta b/Assets/Cube.prefab.meta
new file mode 100644
index 0000000..4e0573a
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diff --git a/Assets/Cube2.prefab.meta b/Assets/Cube2.prefab.meta
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new file mode 100644
index 0000000..f379382
--- /dev/null
+++ b/Assets/GameManager.cs
@@ -0,0 +1,52 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GameManager : MonoBehaviour {
+
+ public GUIText gameovertext;
+ public GameObject scorep1;
+ public GameObject scorep2;
+ public int score1;
+ public int score2;
+ public bool gameover;
+ public bool updatescore;
+ public bool p1wins;
+ public bool p2wins;
+
+ // Use this for initialization
+ void Start () {
+
+ gameovertext.text = "";
+ scorep1.GetComponent ().text = "";
+ scorep2.GetComponent ().text = "";
+ score1 = 0;
+ score2 = 0;
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+ if (updatescore) {
+ if (GameObject.FindGameObjectWithTag ("player1") != null) {
+ score1 += 1;
+ scorep1.GetComponent ().text = score1.ToString();
+ updatescore = false;
+ } else if (GameObject.FindGameObjectWithTag ("player2") != null) {
+ score2 += 1;
+ scorep2.GetComponent ().text = score2.ToString();
+ updatescore = false;
+ } else if (score1 == 3) {
+ p1wins = true;
+ gameovertext.text = "Game Over!";
+ updatescore = false;
+ } else if (score2 == 3) {
+ p2wins = true;
+ gameovertext.text = "Game Over!";
+ updatescore = false;
+ }
+
+ }
+
+ }
+}
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diff --git a/Assets/New Terrain.asset.meta b/Assets/New Terrain.asset.meta
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Scripts/WaterBasic.cs b/Assets/Standard Assets/Environment/Water (Basic)/Scripts/WaterBasic.cs
new file mode 100644
index 0000000..b1eb861
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water (Basic)/Scripts/WaterBasic.cs
@@ -0,0 +1,32 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [ExecuteInEditMode]
+ public class WaterBasic : MonoBehaviour
+ {
+ void Update()
+ {
+ Renderer r = GetComponent();
+ 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);
+ }
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Shaders.meta b/Assets/Standard Assets/Environment/Water (Basic)/Shaders.meta
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Shaders/FXWaterBasic.shader b/Assets/Standard Assets/Environment/Water (Basic)/Shaders/FXWaterBasic.shader
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index 0000000..c25dcf2
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water (Basic)/Shaders/FXWaterBasic.shader
@@ -0,0 +1,90 @@
+// 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 = mul (UNITY_MATRIX_MVP, 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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diff --git a/Assets/Standard Assets/Environment/Water/Water/Prefabs/WaterProNighttime.prefab.meta b/Assets/Standard Assets/Environment/Water/Water/Prefabs/WaterProNighttime.prefab.meta
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts.meta
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs
new file mode 100644
index 0000000..24e06cd
--- /dev/null
+++ b/Assets/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");
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta
new file mode 100644
index 0000000..2eaaef3
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs
new file mode 100644
index 0000000..b64fb63
--- /dev/null
+++ b/Assets/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 { }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta
new file mode 100644
index 0000000..dbaa174
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs
new file mode 100644
index 0000000..d584fc2
--- /dev/null
+++ b/Assets/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;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta
new file mode 100644
index 0000000..9a16e3e
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs
new file mode 100644
index 0000000..f470cab
--- /dev/null
+++ b/Assets/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 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();
+
+ 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();
+ }
+
+ 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));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta
new file mode 100644
index 0000000..f1b5a12
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 4185bc77c7194462ca3b1097ef4a5de0
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs
new file mode 100644
index 0000000..4bcfb0c
--- /dev/null
+++ b/Assets/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);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta
new file mode 100644
index 0000000..4db1a36
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: de2ab2b9ac93bb544b9552e49030371b
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs
new file mode 100644
index 0000000..def2034
--- /dev/null
+++ b/Assets/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 m_ReflectionCameras = new Dictionary(); // Camera -> Camera table
+ private Dictionary m_RefractionCameras = new Dictionary(); // 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() || !GetComponent().sharedMaterial ||
+ !GetComponent().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().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().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())
+ {
+ return;
+ }
+ Material mat = GetComponent().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 mysky = dest.GetComponent();
+ 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();
+ reflectionCamera.enabled = false;
+ reflectionCamera.transform.position = transform.position;
+ reflectionCamera.transform.rotation = transform.rotation;
+ reflectionCamera.gameObject.AddComponent();
+ 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();
+ refractionCamera.enabled = false;
+ refractionCamera.transform.position = transform.position;
+ refractionCamera.transform.rotation = transform.rotation;
+ refractionCamera.gameObject.AddComponent();
+ go.hideFlags = HideFlags.HideAndDontSave;
+ m_RefractionCameras[currentCamera] = refractionCamera;
+ }
+ }
+ }
+
+ WaterMode GetWaterMode()
+ {
+ if (m_HardwareWaterSupport < waterMode)
+ {
+ return m_HardwareWaterSupport;
+ }
+ return waterMode;
+ }
+
+ WaterMode FindHardwareWaterSupport()
+ {
+ if (!SystemInfo.supportsRenderTextures || !GetComponent())
+ {
+ return WaterMode.Simple;
+ }
+
+ Material mat = GetComponent().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;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta
new file mode 100644
index 0000000..f353f10
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs
new file mode 100644
index 0000000..bc5afcf
--- /dev/null
+++ b/Assets/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();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta
new file mode 100644
index 0000000..2cc0919
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs
new file mode 100644
index 0000000..65a6124
--- /dev/null
+++ b/Assets/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();
+ }
+ else
+ {
+ reflection = transform.GetComponent();
+ }
+ }
+
+ if (!waterBase)
+ {
+ if (transform.parent)
+ {
+ waterBase = transform.parent.GetComponent();
+ }
+ else
+ {
+ waterBase = transform.GetComponent();
+ }
+ }
+ }
+
+
+#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);
+ }
+ }
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders.meta b/Assets/Standard Assets/Environment/Water/Water/Shaders.meta
new file mode 100644
index 0000000..4756dab
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader b/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader
new file mode 100644
index 0000000..83057f9
--- /dev/null
+++ b/Assets/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 = mul (UNITY_MATRIX_MVP, 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 = ComputeScreenPos(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
+
+ }
+}
+
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader.meta b/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader.meta
new file mode 100644
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diff --git a/Assets/Standard Assets/Environment/Water/Water4/Prefabs/Water4Simple.prefab.meta b/Assets/Standard Assets/Environment/Water/Water4/Prefabs/Water4Simple.prefab.meta
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diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders.meta
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diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader
new file mode 100644
index 0000000..e5d16a1
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader
@@ -0,0 +1,450 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "FX/Water4" {
+Properties {
+ _ReflectionTex ("Internal reflection", 2D) = "white" {}
+
+ _MainTex ("Fallback texture", 2D) = "black" {}
+ _ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
+ _BumpMap ("Normals ", 2D) = "bump" {}
+
+ _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
+ _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
+
+ _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
+ _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
+
+ _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
+ _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
+
+ _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
+
+ _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
+ _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
+ _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
+
+ _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
+ _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
+
+ _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
+
+ _GerstnerIntensity("Per vertex displacement", Float) = 1.0
+ _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
+ _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
+ _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
+ _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
+ _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
+ _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
+}
+
+
+CGINCLUDE
+
+ #include "UnityCG.cginc"
+ #include "WaterInclude.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ };
+
+ // interpolator structs
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float4 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ float4 grabPassPos : TEXCOORD4;
+ UNITY_FOG_COORDS(5)
+ };
+
+ struct v2f_noGrab
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float3 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ UNITY_FOG_COORDS(4)
+ };
+
+ struct v2f_simple
+ {
+ float4 pos : SV_POSITION;
+ float4 viewInterpolator : TEXCOORD0;
+ float4 bumpCoords : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ // textures
+ sampler2D _BumpMap;
+ sampler2D _ReflectionTex;
+ sampler2D _RefractionTex;
+ sampler2D _ShoreTex;
+ sampler2D_float _CameraDepthTexture;
+
+ // colors in use
+ uniform float4 _RefrColorDepth;
+ uniform float4 _SpecularColor;
+ uniform float4 _BaseColor;
+ uniform float4 _ReflectionColor;
+
+ // edge & shore fading
+ uniform float4 _InvFadeParemeter;
+
+ // specularity
+ uniform float _Shininess;
+ uniform float4 _WorldLightDir;
+
+ // fresnel, vertex & bump displacements & strength
+ uniform float4 _DistortParams;
+ uniform float _FresnelScale;
+ uniform float4 _BumpTiling;
+ uniform float4 _BumpDirection;
+
+ uniform float4 _GAmplitude;
+ uniform float4 _GFrequency;
+ uniform float4 _GSteepness;
+ uniform float4 _GSpeed;
+ uniform float4 _GDirectionAB;
+ uniform float4 _GDirectionCD;
+
+ // foam
+ uniform float4 _Foam;
+
+ // shortcuts
+ #define PER_PIXEL_DISPLACE _DistortParams.x
+ #define REALTIME_DISTORTION _DistortParams.y
+ #define FRESNEL_POWER _DistortParams.z
+ #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
+ #define FRESNEL_BIAS _DistortParams.w
+ #define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z
+
+ //
+ // HQ VERSION
+ //
+
+ v2f vert(appdata_full v)
+ {
+ v2f o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
+ half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
+
+ ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
+
+ o.normalInterpolator.xyz = nrml;
+
+ o.viewInterpolator.w = saturate(offsets.y);
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag( v2f i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+ half4 grabWithOffset = i.grabPassPos + distortOffset;
+
+ half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
+ half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
+ half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ #ifdef WATER_EDGEBLEND_ON
+ if (LinearEyeDepth(refrFix) < i.screenPos.z)
+ rtRefractions = rtRefractionsNoDistort;
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
+ edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
+ #endif
+
+ // shading for fresnel term
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ // base, depth & reflection colors
+ half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w);
+ #ifdef WATER_REFLECTIVE
+ half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
+ #else
+ half4 reflectionColor = _ReflectionColor;
+ #endif
+
+ baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
+ baseColor = baseColor + spec * _SpecularColor;
+
+ // handle foam
+ half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
+ baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
+
+ baseColor.a = edgeBlendFactors.x;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // MQ VERSION
+ //
+
+ v2f_noGrab vert300(appdata_full v)
+ {
+ v2f_noGrab o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
+ half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz;
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
+
+ o.screenPos = ComputeScreenPos(o.pos);
+
+ o.normalInterpolator.xyz = nrml;
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag300( v2f_noGrab i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE);
+
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
+ edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
+ #endif
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ #ifdef WATER_REFLECTIVE
+ baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0));
+ #else
+ baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ #endif
+
+ baseColor = baseColor + spec * _SpecularColor;
+
+ baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // LQ VERSION
+ //
+
+ v2f_simple vert200(appdata_full v)
+ {
+ v2f_simple o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
+
+ o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
+
+ o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeScreenPos(o.pos).w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+
+ }
+
+ half4 frag200( v2f_simple i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ baseColor.a = saturate(2.0 * refl2Refr + 0.5);
+
+ baseColor.rgb += spec * _SpecularColor.rgb;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ENDCG
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 500
+ ColorMask RGB
+
+ GrabPass { "_RefractionTex" }
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 300
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert300
+ #pragma fragment frag300
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 200
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma vertex vert200
+ #pragma fragment frag200
+ #pragma multi_compile_fog
+
+ ENDCG
+ }
+}
+
+Fallback "Transparent/Diffuse"
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta
new file mode 100644
index 0000000..44952fb
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 475c4a4e617a8401b84ca7b32c7cc460
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader
new file mode 100644
index 0000000..0bd0913
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader
@@ -0,0 +1,435 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "FX/SimpleWater4" {
+Properties {
+ _ReflectionTex ("Internal reflection", 2D) = "white" {}
+
+ _MainTex ("Fallback texture", 2D) = "black" {}
+ _BumpMap ("Normals ", 2D) = "bump" {}
+
+ _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
+ _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
+
+ _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
+ _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
+
+ _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
+ _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
+
+ _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
+
+ _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
+ _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
+ _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
+
+ _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
+ _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
+
+ _GerstnerIntensity("Per vertex displacement", Float) = 1.0
+ _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
+ _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
+ _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
+ _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
+ _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
+ _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
+}
+
+
+CGINCLUDE
+
+ #include "UnityCG.cginc"
+ #include "WaterInclude.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ };
+
+ // interpolator structs
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float3 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ float4 grabPassPos : TEXCOORD4;
+ UNITY_FOG_COORDS(5)
+ };
+
+ struct v2f_noGrab
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float3 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ UNITY_FOG_COORDS(4)
+ };
+
+ struct v2f_simple
+ {
+ float4 pos : SV_POSITION;
+ float3 viewInterpolator : TEXCOORD0;
+ float4 bumpCoords : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ // textures
+ sampler2D _BumpMap;
+ sampler2D _ReflectionTex;
+ sampler2D _RefractionTex;
+ sampler2D _ShoreTex;
+ sampler2D_float _CameraDepthTexture;
+
+ // colors in use
+ uniform float4 _RefrColorDepth;
+ uniform float4 _SpecularColor;
+ uniform float4 _BaseColor;
+ uniform float4 _ReflectionColor;
+
+ // edge & shore fading
+ uniform float4 _InvFadeParemeter;
+
+ // specularity
+ uniform float _Shininess;
+ uniform float4 _WorldLightDir;
+
+ // fresnel, vertex & bump displacements & strength
+ uniform float4 _DistortParams;
+ uniform float _FresnelScale;
+ uniform float4 _BumpTiling;
+ uniform float4 _BumpDirection;
+
+ uniform float4 _GAmplitude;
+ uniform float4 _GFrequency;
+ uniform float4 _GSteepness;
+ uniform float4 _GSpeed;
+ uniform float4 _GDirectionAB;
+ uniform float4 _GDirectionCD;
+
+ // shortcuts
+ #define PER_PIXEL_DISPLACE _DistortParams.x
+ #define REALTIME_DISTORTION _DistortParams.y
+ #define FRESNEL_POWER _DistortParams.z
+ #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
+ #define DISTANCE_SCALE _InvFadeParemeter.z
+ #define FRESNEL_BIAS _DistortParams.w
+
+ //
+ // HQ VERSION
+ //
+
+ v2f vert(appdata_full v)
+ {
+ v2f o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
+
+ ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
+
+ o.normalInterpolator.xyz = nrml;
+
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag( v2f i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+ half4 grabWithOffset = i.grabPassPos + distortOffset;
+
+ half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
+ half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
+ half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ #ifdef WATER_EDGEBLEND_ON
+ if (LinearEyeDepth(refrFix) < i.screenPos.z)
+ rtRefractions = rtRefractionsNoDistort;
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
+ #endif
+
+ // shading for fresnel term
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ // base, depth & reflection colors
+ half4 baseColor = _BaseColor;
+ #ifdef WATER_REFLECTIVE
+ half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
+ #else
+ half4 reflectionColor = _ReflectionColor;
+ #endif
+
+ baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
+ baseColor = baseColor + spec * _SpecularColor;
+
+ baseColor.a = edgeBlendFactors.x;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // MQ VERSION
+ //
+
+ v2f_noGrab vert300(appdata_full v)
+ {
+ v2f_noGrab o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
+
+ o.screenPos = ComputeScreenPos(o.pos);
+
+ o.normalInterpolator.xyz = nrml;
+
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag300( v2f_noGrab i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
+ #endif
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ #ifdef WATER_REFLECTIVE
+ baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0));
+ #else
+ baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ #endif
+
+ baseColor = baseColor + spec * _SpecularColor;
+
+ baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // LQ VERSION
+ //
+
+ v2f_simple vert200(appdata_full v)
+ {
+ v2f_simple o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
+
+ o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+
+ }
+
+ half4 frag200( v2f_simple i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ baseColor.a = saturate(2.0 * refl2Refr + 0.5);
+
+ baseColor.rgb += spec * _SpecularColor.rgb;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ENDCG
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 500
+ ColorMask RGB
+
+ GrabPass { "_RefractionTex" }
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 300
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert300
+ #pragma fragment frag300
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 200
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma vertex vert200
+ #pragma fragment frag200
+ #pragma multi_compile_fog
+
+ ENDCG
+ }
+}
+
+Fallback "Transparent/Diffuse"
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta
new file mode 100644
index 0000000..8b60e33
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 8aaff0751054e4a9cb4642d01eaf5be9
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc
new file mode 100644
index 0000000..101cc62
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc
@@ -0,0 +1,257 @@
+
+#ifndef WATER_CG_INCLUDED
+#define WATER_CG_INCLUDED
+
+#include "UnityCG.cginc"
+
+half _GerstnerIntensity;
+
+inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
+{
+ half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5;
+ half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
+ return normalize(worldNormal);
+}
+
+inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength)
+{
+ half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
+ bump = bump * 0.5;
+ half3 normal = UnpackNormal(bump);
+ normal.xy *= bumpStrength;
+ return normalize(normal);
+}
+
+inline half3 GetNormal(half4 tf) {
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ return half3(2,1,2) * tf.rbg - half3(1,0,1);
+ #else
+ return half3(0,1,0);
+ #endif
+}
+
+inline half GetDistanceFadeout(half screenW, half speed) {
+ return 1.0f / abs(0.5f + screenW * speed);
+}
+
+half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC)
+{
+ half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
+ tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0));
+ tf *= 0.333333;
+ #else
+ half4 tf = half4(0.5,0.5,0.5,0.0);
+ #endif
+
+ return tf;
+}
+
+half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB)
+{
+ half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
+ tf *= 0.5;
+ #else
+ half4 tf = half4(0.5,0.5,0.5,0.0);
+ #endif
+
+ return tf;
+}
+
+inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos)
+{
+ #if UNITY_UV_STARTS_AT_TOP
+ float scale = -1.0;
+ #else
+ float scale = 1.0f;
+ #endif
+
+ screenPos = ComputeScreenPos(pos);
+ grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5;
+ grabPassPos.zw = pos.zw;
+}
+
+
+inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset)
+{
+ half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
+ bump = bump * 0.5;
+ half3 normal = UnpackNormal(bump);
+ normal.xy *= bumpStrength;
+ normal.xy += perVertxOffset;
+ return normalize(normal);
+}
+
+inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
+{
+ half4 bump = tex2D(bumpMap, coords.xy);
+ bump.xy = bump.wy - half2(0.5, 0.5);
+ half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
+ return normalize(worldNormal);
+}
+
+inline half4 Foam(sampler2D shoreTex, half4 coords, half amount)
+{
+ half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125;
+ foam.a = amount;
+ return foam;
+}
+
+inline half4 Foam(sampler2D shoreTex, half4 coords)
+{
+ half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
+ return foam;
+}
+
+inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power)
+{
+ half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0);
+ half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power));
+ return refl2Refr;
+}
+
+inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel)
+{
+ half facing = saturate(dot(-viewVector, worldNormal));
+ half fresn = tex2D(fresnel, half2(facing, 0.5f)).b;
+ return fresn;
+}
+
+inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB,
+ sampler2D mapC, half4 uv,
+ half vertexStrength, half3 normal,
+ out half4 vertexOffset, out half2 normalOffset)
+{
+ half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
+ tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0));
+ tf /= 3.0;
+
+ tf.rga = tf.rga-half3(0.5,0.5,0.0);
+
+ // height displacement in alpha channel, normals info in rgb
+
+ vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength;
+ normalOffset = tf.rg;
+}
+
+inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB,
+ sampler2D mapC, half4 uv,
+ half vertexStrength, half normalsStrength,
+ out half4 vertexOffset, out half2 normalOffset)
+{
+ // @NOTE: for best performance, this should really be properly packed!
+
+ half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
+ tf *= 0.5;
+
+ tf.rga = tf.rga-half3(0.5,0.5,0.0);
+
+ // height displacement in alpha channel, normals info in rgb
+
+ vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength;
+ normalOffset = tf.rg * normalsStrength;
+}
+
+half4 ExtinctColor (half4 baseColor, half extinctionAmount)
+{
+ // tweak the extinction coefficient for different coloring
+ return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0);
+}
+
+ half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
+ {
+ half3 offsets;
+
+ offsets.x =
+ steepness * amp * dir.x *
+ cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ offsets.z =
+ steepness * amp * dir.y *
+ cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ offsets.y =
+ amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ return offsets;
+ }
+
+ half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
+ {
+ half3 offsets;
+
+ half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw;
+ half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw;
+
+ half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
+ half4 TIME = _Time.yyyy * speed;
+
+ half4 COS = cos (dotABCD + TIME);
+ half4 SIN = sin (dotABCD + TIME);
+
+ offsets.x = dot(COS, half4(AB.xz, CD.xz));
+ offsets.z = dot(COS, half4(AB.yw, CD.yw));
+ offsets.y = dot(SIN, amp);
+
+ return offsets;
+ }
+
+ half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
+ {
+ half3 nrml = half3(0,0,0);
+
+ nrml.x -=
+ dir.x * (amp * freq) *
+ cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ nrml.z -=
+ dir.y * (amp * freq) *
+ cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ return nrml;
+ }
+
+ half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
+ {
+ half3 nrml = half3(0,2.0,0);
+
+ half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
+ half4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
+
+ half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
+ half4 TIME = _Time.yyyy * speed;
+
+ half4 COS = cos (dotABCD + TIME);
+
+ nrml.x -= dot(COS, half4(AB.xz, CD.xz));
+ nrml.z -= dot(COS, half4(AB.yw, CD.yw));
+
+ nrml.xz *= _GerstnerIntensity;
+ nrml = normalize (nrml);
+
+ return nrml;
+ }
+
+ void Gerstner ( out half3 offs, out half3 nrml,
+ half3 vtx, half3 tileableVtx,
+ half4 amplitude, half4 frequency, half4 steepness,
+ half4 speed, half4 directionAB, half4 directionCD )
+ {
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD);
+ nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD);
+ #else
+ offs = half3(0,0,0);
+ nrml = half3(0,1,0);
+ #endif
+ }
+
+
+#endif
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta
new file mode 100644
index 0000000..6d8dcf2
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new file mode 100644
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new file mode 100644
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new file mode 100644
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diff --git a/Assets/black.mat b/Assets/black.mat
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diff --git a/Assets/black.mat.meta b/Assets/black.mat.meta
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diff --git a/Assets/destroy.cs b/Assets/destroy.cs
new file mode 100644
index 0000000..f0e031a
--- /dev/null
+++ b/Assets/destroy.cs
@@ -0,0 +1,47 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class destroy : MonoBehaviour {
+
+ public GameObject gamemanager;
+ public GameObject cubeprefab;
+ public GameObject cube2prefab;
+ public GameObject player1;
+ public GameObject player2;
+ public bool p2dead;
+ public bool p1dead;
+ public
+ void Update(){
+ if (!gamemanager.GetComponent ().gameover && player1 == null && p1dead == true) {
+ p1dead = false;
+ Invoke ("Spawnp1", 2f);
+ }
+ if (!gamemanager.GetComponent ().gameover && player2 == null && p2dead == true) {
+ p2dead = false;
+ Invoke ("Spawnp2", 2f);
+ }
+
+ }
+
+
+ void OnCollisionEnter(Collision collision){
+ Destroy (collision.gameObject);
+ if (collision.gameObject == player1) {
+ p1dead = true;
+ } else if (collision.gameObject == player2) {
+ p2dead = true;
+ }
+ gamemanager.GetComponent ().updatescore = true;
+ }
+
+ void Spawnp1(){
+ player1 = Instantiate (cubeprefab, new Vector3 (0.19f, 2.25f, -0.151f), Quaternion.identity, GameObject.Find ("Platform").transform);
+ player1.transform.position = new Vector3 (0.19f, 2.25f, -0.151f);
+ }
+
+ void Spawnp2(){
+ player2 = Instantiate (cube2prefab, new Vector3 (-0.19f, 2.25f, -0.151f), Quaternion.identity, GameObject.Find ("Platform").transform);
+ player2.transform.position = new Vector3 (-1f, 2.25f, -0.151f);
+ }
+}
diff --git a/Assets/destroy.cs.meta b/Assets/destroy.cs.meta
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index 0000000..78611be
--- /dev/null
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+ - gamemanager: {instanceID: 0}
+ - cubeprefab: {fileID: 1718261936912622, guid: 3492aad2476979a489c3769fb2cafc81,
+ type: 2}
+ - cube2prefab: {fileID: 1718261936912622, guid: 7905c71179954af4a8942809247a7346,
+ type: 2}
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/Assets/movement.cs b/Assets/movement.cs
new file mode 100644
index 0000000..c5ea2a8
--- /dev/null
+++ b/Assets/movement.cs
@@ -0,0 +1,99 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class movement : MonoBehaviour {
+
+ public float speed;
+ public Rigidbody rb;
+ public float dashspeed;
+ public bool dash;
+ public bool freeze;
+ public float dashcooldowntime;
+ public bool dashcooldown;
+ public bool freezecooldown;
+ public float freezecooldowntime;
+ public GameObject cube;
+ public Material white;
+ public Material black;
+
+ // Use this for initialization
+ void Start () {
+ speed = 12;
+ dashspeed = 1;
+ dashcooldowntime = 5;
+ dashcooldown = false;
+ rb = GetComponent ();
+
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+ if (dashcooldown == true && dashcooldowntime > 0) {
+ dashcooldowntime -= Time.deltaTime;
+ Debug.Log (dashcooldowntime);
+ } else {
+ dashcooldowntime = 5;
+ dashcooldown = false;
+ }
+
+ if(Input.GetKey(KeyCode.Space) && dashcooldown == false){
+ dash = true;
+ dashcooldown = true;
+ };
+
+ if (dash) {
+ dashspeed = 20;
+ dash = false;
+ } else
+ dashspeed = 1;
+
+ if (freezecooldown == true && freezecooldowntime > 0) {
+ freezecooldowntime -= Time.deltaTime;
+ Debug.Log (freezecooldowntime);
+ } else {
+ freezecooldowntime = 10;
+ freezecooldown = false;
+ }
+
+ if(Input.GetKey(KeyCode.F) && freezecooldown == false){
+ freeze = true;
+ freezecooldown = true;
+ };
+ if (freeze) {
+ StartCoroutine ("froze");
+ }
+
+ }
+
+ void FixedUpdate(){
+
+ if(Input.GetKey(KeyCode.W)){
+ rb.AddForce (0, 0, speed * dashspeed);
+ };
+
+ if(Input.GetKey(KeyCode.S)){
+ rb.AddForce (0, 0, -1 * speed * dashspeed);
+ };
+
+ if(Input.GetKey(KeyCode.A)){
+ rb.AddForce (-1*speed * dashspeed, 0, 0);
+ };
+
+ if(Input.GetKey(KeyCode.D)){
+ rb.AddForce (speed * dashspeed, 0, 0);
+ };
+ }
+
+ IEnumerator froze(){
+ rb.velocity = Vector3.zero;
+ rb.angularVelocity = Vector3.zero;
+ rb.isKinematic = true;
+ cube.GetComponent ().material = white;
+ yield return new WaitForSeconds (2);
+ rb.isKinematic = false;
+ freeze = false;
+ cube.GetComponent ().material = black;
+ }
+}
diff --git a/Assets/movement.cs.meta b/Assets/movement.cs.meta
new file mode 100644
index 0000000..0f4e552
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+++ b/Assets/movement.cs.meta
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+ executionOrder: 0
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+ userData:
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diff --git a/Assets/platformmovement.cs b/Assets/platformmovement.cs
new file mode 100644
index 0000000..50ce6e9
--- /dev/null
+++ b/Assets/platformmovement.cs
@@ -0,0 +1,24 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class platformmovement : MonoBehaviour {
+
+ public float y0;
+ public float amplitude;
+ public float speed;
+
+ // Use this for initialization
+ void Start () {
+ y0 = transform.position.y;
+ speed = 1.0f;
+ }
+
+ // Update is called once per frame
+ void Update () {
+ Vector3 oldp = transform.position;
+ oldp.y = y0 + amplitude * Mathf.Sin (speed * Time.time);
+ transform.position = oldp;
+
+ }
+}
diff --git a/Assets/platformmovement.cs.meta b/Assets/platformmovement.cs.meta
new file mode 100644
index 0000000..cc11fc3
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diff --git a/Assets/white.mat b/Assets/white.mat
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diff --git a/Library/AnnotationManager b/Library/AnnotationManager
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diff --git a/Library/AssetImportState b/Library/AssetImportState
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index 0000000..9a1ac96
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+++ b/Library/AssetImportState
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+5;0;6;0;0
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diff --git a/Library/AssetVersioning.db b/Library/AssetVersioning.db
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new file mode 100644
index 0000000..3c1d912
--- /dev/null
+++ b/Library/shadercompiler-UnityShaderCompiler.exe0.log
@@ -0,0 +1,6 @@
+Base path: C:/Program Files/Unity/Editor/Data
+Cmd: getPlatforms
+Cmd: compileSnippet
+ api=4 type=0 insize=18539 outsize=1126 kw=SHADOWS_SPLIT_SPHERES SHADOWS_SINGLE_CASCADE pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1
+Cmd: compileSnippet
+ api=4 type=1 insize=18539 outsize=3334 kw=SHADOWS_SPLIT_SPHERES SHADOWS_SINGLE_CASCADE pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1
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new file mode 100644
index 0000000..d19b522
--- /dev/null
+++ b/Powar.sln
@@ -0,0 +1,29 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Powar", "Assembly-CSharp-firstpass.csproj", "{9FCC6E66-6541-8EB7-44BE-A6A0D9447927}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Powar", "Assembly-CSharp.csproj", "{21C84280-568D-F7F3-85CA-CA761D52C495}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9FCC6E66-6541-8EB7-44BE-A6A0D9447927}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {9FCC6E66-6541-8EB7-44BE-A6A0D9447927}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {9FCC6E66-6541-8EB7-44BE-A6A0D9447927}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {9FCC6E66-6541-8EB7-44BE-A6A0D9447927}.Release|Any CPU.Build.0 = Release|Any CPU
+ {21C84280-568D-F7F3-85CA-CA761D52C495}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {21C84280-568D-F7F3-85CA-CA761D52C495}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {21C84280-568D-F7F3-85CA-CA761D52C495}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {21C84280-568D-F7F3-85CA-CA761D52C495}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(MonoDevelopProperties) = preSolution
+ StartupItem = Assembly-CSharp.csproj
+ EndGlobalSection
+EndGlobal
diff --git a/Powar.userprefs b/Powar.userprefs
new file mode 100644
index 0000000..7c5e4a4
--- /dev/null
+++ b/Powar.userprefs
@@ -0,0 +1,17 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
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diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
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diff --git a/ProjectSettings/EditorSettings.asset b/ProjectSettings/EditorSettings.asset
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diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset
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diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset
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diff --git a/ProjectSettings/NavMeshAreas.asset b/ProjectSettings/NavMeshAreas.asset
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diff --git a/ProjectSettings/NetworkManager.asset b/ProjectSettings/NetworkManager.asset
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diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset
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diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
new file mode 100644
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diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt
new file mode 100644
index 0000000..86d1b1e
--- /dev/null
+++ b/ProjectSettings/ProjectVersion.txt
@@ -0,0 +1 @@
+m_EditorVersion: 5.5.1f1
diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset
new file mode 100644
index 0000000..a72a488
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diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
new file mode 100644
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diff --git a/ProjectSettings/TimeManager.asset b/ProjectSettings/TimeManager.asset
new file mode 100644
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diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset
new file mode 100644
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diff --git a/obj/Debug/Assembly-CSharp-firstpass.csproj.FileListAbsolute.txt b/obj/Debug/Assembly-CSharp-firstpass.csproj.FileListAbsolute.txt
new file mode 100644
index 0000000..2b83ce6
--- /dev/null
+++ b/obj/Debug/Assembly-CSharp-firstpass.csproj.FileListAbsolute.txt
@@ -0,0 +1,29 @@
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Assembly-CSharp-firstpass.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Assembly-CSharp-firstpass.pdb
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEditor.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.Analytics.dll
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+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.HoloLens.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.Networking.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.PlaymodeTestsRunner.dll
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+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.VR.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Mono.Cecil.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Unity.SerializationLogic.dll
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+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Mono.Cecil.Mdb.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.xml
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEditor.xml
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+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.Networking.xml
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.PlaymodeTestsRunner.xml
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.Analytics.xml
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.HoloLens.xml
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.VR.xml
+C:\Users\BerkHan\Desktop\Powar\obj\Debug\Assembly-CSharp-firstpass.csprojResolveAssemblyReference.cache
+C:\Users\BerkHan\Desktop\Powar\obj\Debug\Assembly-CSharp-firstpass.dll
+C:\Users\BerkHan\Desktop\Powar\obj\Debug\Assembly-CSharp-firstpass.pdb
diff --git a/obj/Debug/Assembly-CSharp-firstpass.csprojResolveAssemblyReference.cache b/obj/Debug/Assembly-CSharp-firstpass.csprojResolveAssemblyReference.cache
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diff --git a/obj/Debug/Assembly-CSharp-firstpass.dll b/obj/Debug/Assembly-CSharp-firstpass.dll
new file mode 100644
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diff --git a/obj/Debug/Assembly-CSharp-firstpass.pdb b/obj/Debug/Assembly-CSharp-firstpass.pdb
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new file mode 100644
index 0000000..a410d25
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@@ -0,0 +1,30 @@
+C:\Users\BerkHan\Desktop\Powar\obj\Debug\Assembly-CSharp.csprojResolveAssemblyReference.cache
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Assembly-CSharp.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Assembly-CSharp.pdb
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+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Mono.Cecil.Mdb.dll
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\Assembly-CSharp-firstpass.pdb
+C:\Users\BerkHan\Desktop\Powar\Temp\bin\Debug\UnityEngine.xml
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