lock rotation i think
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8697f2947c
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4 changed files with 65 additions and 1 deletions
32
Assets/sunset_box/GameObject.prefab
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32
Assets/sunset_box/GameObject.prefab
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1 &8496610095942690802
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 346340643590905982}
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m_Layer: 0
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m_Name: GameObject
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8496610095942690802}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.92657536, y: -0.24109477, z: 3.413753}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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7
Assets/sunset_box/GameObject.prefab.meta
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Assets/sunset_box/GameObject.prefab.meta
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fileFormatVersion: 2
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guid: b1075e33d7dbe17c9b7e6ff36e01c2e2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -134,6 +134,7 @@ GameObject:
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- component: {fileID: 733733047}
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- component: {fileID: 733733047}
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- component: {fileID: 733733046}
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- component: {fileID: 733733046}
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- component: {fileID: 733733051}
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- component: {fileID: 733733051}
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- component: {fileID: 733733050}
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m_Layer: 0
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m_Layer: 0
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m_Name: SunsetBox
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m_Name: SunsetBox
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m_TagString: Untagged
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m_TagString: Untagged
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 733733045}
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m_GameObject: {fileID: 733733045}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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@ -209,6 +210,26 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_GameObject: {fileID: 733733045}
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m_Weight: 1
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m_RotationAtRest: {x: 0, y: 0, z: 0}
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m_RotationOffset: {x: 0, y: 0, z: 0}
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m_AffectRotationX: 1
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m_AffectRotationZ: 1
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weight: 1
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--- !u!135 &733733051
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--- !u!135 &733733051
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@ -222,6 +222,7 @@
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float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float3 sun_dir = (mul(unity_ObjectToWorld, float4(0, 0, -1, 1)) - origin) * float3(1, 0, 1);
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float3 sun_dir = (mul(unity_ObjectToWorld, float4(0, 0, -1, 1)) - origin) * float3(1, 0, 1);
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// sun_dir.y = sin(_Time.x * 10) * 0.05;
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// sun_dir.y = sin(_Time.x * 10) * 0.05;
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sun_dir.y = 0.01;
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sun_dir = normalize(sun_dir);
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sun_dir = normalize(sun_dir);
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float3 dir = normalize(i.hit_pos - i.cam_pos);
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float3 dir = normalize(i.hit_pos - i.cam_pos);
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@ -248,6 +249,9 @@
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col = water_col * max(subsurf * 12 - 2, 0.7);
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col = water_col * max(subsurf * 12 - 2, 0.7);
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float diffuse = max(dot(sun_dir, water_normal), 0);
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col += water_col * _SunCol * diffuse * 10;
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// float3 water_ao = get_ao(surface_pos.xz);
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// float3 water_ao = get_ao(surface_pos.xz);
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// col = water_col * lerp(0.1, water_ao, _WaveStrength) * 7;
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// col = water_col * lerp(0.1, water_ao, _WaveStrength) * 7;
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