portals and dash. Also a bit of terrain building and level design

This commit is contained in:
2022-03-13 00:26:35 +02:00
parent 813cd0c451
commit e82799c36a
6242 changed files with 2160679 additions and 188245 deletions

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Shader "Hidden/Poseidon/Underwater"
{
Properties
{
//_MainTex("Main Texture", 2D) = "white"{}
_WaterLevel("Water Level", Float) = 0
_MaxDepth("Max Depth", Float) = 30
_SurfaceColorBoost("Surface Color Boost", Float) = 1
_ShallowFogColor("Shallow Fog", Color) = (0,0,0,0)
_DeepFogColor("Deep Fog", Color) = (0,0,0,0)
_ViewDistance("ViewDistance", Float) = 10
_CausticTex("Caustic Texture", 2D) = "black"{}
_CausticSize("Caustic Size", Float) = 10
_CausticStrength("Caustic Strength", Float) = 1
_DistortionTex("Distortion Texture", 2D) = "bump"{}
_DistortionStrength("Distortion Strength", Float) = 1
_WaterFlowSpeed("Water Flow Speed", Float) = 1
_NoiseTex("Noise Texture", 2D) = "black" {}
_CameraViewDir("Camera View Dir", Vector) = (0,0,1,0)
_CameraFov("Camera FOV", Float) = 60
_Intensity("Intensity", Float) = 1
}
HLSLINCLUDE
#undef POSEIDON_URP
#pragma shader_feature_local CAUSTIC
#pragma shader_feature_local DISTORTION
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
#include "../CGIncludes/PPostProcessingCommon.cginc"
#include "../CGIncludes/PUnderwaterCommon.cginc"
float4 Frag(VaryingsDefault i) : SV_Target
{
float2 uv = i.texcoord;
float4 result = ApplyUnderwater(uv);
return result;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}

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fileFormatVersion: 2
guid: d52d145ed78d68349b5258334b37dd91
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Hidden/Poseidon/UnderwaterURP"
{
Properties
{
_MainTex("Main Texture", 2D) = "white"{}
_WaterLevel("Water Level", Float) = 0
_MaxDepth("Max Depth", Float) = 30
_SurfaceColorBoost("Surface Color Boost", Float) = 1
_ShallowFogColor("Shallow Fog", Color) = (0,0,0,0)
_DeepFogColor("Deep Fog", Color) = (0,0,0,0)
_ViewDistance("ViewDistance", Float) = 10
_CausticTex("Caustic Texture", 2D) = "black"{}
_CausticSize("Caustic Size", Float) = 10
_CausticStrength("Caustic Strength", Float) = 1
_DistortionTex("Distortion Texture", 2D) = "bump"{}
_DistortionStrength("Distortion Strength", Float) = 1
_WaterFlowSpeed("Water Flow Speed", Float) = 1
_NoiseTex("Noise Texture", 2D) = "black" {}
_CameraViewDir("Camera View Dir", Vector) = (0,0,1,0)
_CameraFov("Camera FOV", Float) = 60
_Intensity("Intensity", Float) = 1
}
HLSLINCLUDE
#pragma shader_feature_local CAUSTIC
#pragma shader_feature_local DISTORTION
#define POSEIDON_SRP
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
#include "../CGIncludes/PPostProcessingCommon.cginc"
#include "../CGIncludes/PUnderwaterCommon.cginc"
float4 Frag(Varyings i) : SV_Target
{
float2 uv = i.uv;
float4 result = ApplyUnderwater(uv);
return result;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}

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fileFormatVersion: 2
guid: bd133e8bf79c6004cbc395f2d2bb67b3
ShaderImporter:
externalObjects: {}
defaultTextures:
- _MainTex: {instanceID: 0}
- _CausticTex: {fileID: 2800000, guid: eeacbffe8eb46d343b0d7a9189130772, type: 3}
- _DistortionTex: {fileID: 2800000, guid: 25c43a7adff5d474291252fa203b540c, type: 3}
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Hidden/Poseidon/WetLens"
{
Properties
{
//_MainTex("Main Texture", 2D) = "white"{}
_WetLensTex("Distortion Map", 2D) = "bump"{}
_Strength("Strength", Float) = 1
}
HLSLINCLUDE
#undef POSEIDON_URP
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
#include "../CGIncludes/PPostProcessingCommon.cginc"
#include "../CGIncludes/PWetLensCommon.cginc"
float4 Frag(VaryingsDefault i) : SV_Target
{
float2 uv = i.texcoordStereo;
float4 color = ApplyWetLens(uv);
return color;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}

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fileFormatVersion: 2
guid: 30516261272302448add6f8b38386238
ShaderImporter:
externalObjects: {}
defaultTextures:
- _MainTex: {instanceID: 0}
- _WetLensTex: {fileID: 2800000, guid: 4d6c193a4acebf14db2085757b1db25f, type: 3}
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Hidden/Poseidon/WetLensURP"
{
Properties
{
_MainTex("Main Texture", 2D) = "white"{}
_WetLensTex("Distortion Map", 2D) = "bump"{}
_Strength("Strength", Float) = 1
}
HLSLINCLUDE
#define POSEIDON_SRP
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
#include "../CGIncludes/PPostProcessingCommon.cginc"
#include "../CGIncludes/PWetLensCommon.cginc"
float4 Frag(Varyings i) : SV_Target
{
float2 uv = i.uv;
float4 color = ApplyWetLens(uv);
return color;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 152f6a9ce0f44434987d3f341dc2ff5d
ShaderImporter:
externalObjects: {}
defaultTextures:
- _MainTex: {instanceID: 0}
- _WetLensTex: {fileID: 2800000, guid: 4d6c193a4acebf14db2085757b1db25f, type: 3}
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant: