- Add cloud system with procedural sprites and parallax movement - Add tree swaying animation for palm trees - Improve agent breathing with squash & stretch animation - Add jump animation routine for agent reactions - Add custom CartoonWater shader support - Add SetupVisuals editor tool and GlobalProfile asset - Lower speech bubble alpha for glass effect 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
82 lines
2.5 KiB
Plaintext
82 lines
2.5 KiB
Plaintext
Shader "TheIsland/CartoonWater"
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{
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Properties
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{
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_MainColor ("Water Color", Color) = (0.2, 0.5, 0.9, 0.8)
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_FoamColor ("Foam Color", Color) = (1, 1, 1, 1)
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_WaveSpeed ("Wave Speed", Range(0, 5)) = 1.0
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_WaveHeight ("Wave Height", Range(0, 1)) = 0.1
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_FoamAmount ("Foam Amount", Range(0, 1)) = 0.1
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD1;
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};
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fixed4 _MainColor;
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fixed4 _FoamColor;
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float _WaveSpeed;
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float _WaveHeight;
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float _FoamAmount;
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v2f vert (appdata v)
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{
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v2f o;
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// Simple vertex displacement wave
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float wave = sin(_Time.y * _WaveSpeed + v.vertex.x * 2.0) * _WaveHeight;
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v.vertex.y += wave;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// Moving foam texture simulation using noise
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float2 uv1 = i.uv + float2(_Time.x * 0.1, _Time.x * 0.05);
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float noise = frac(sin(dot(uv1, float2(12.9898, 78.233))) * 43758.5453);
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// 1. Horizon/Wave Foam (Top)
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float waveFoam = step(1.0 - _FoamAmount - (noise * 0.05), i.uv.y);
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// 2. Shoreline Foam (Bottom)
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// Sine wave for "tide" effect
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float tide = sin(_Time.y * 1.5) * 0.05;
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float shoreThreshold = 0.05 + tide + (noise * 0.02);
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float shoreFoam = step(i.uv.y, shoreThreshold);
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// Combine foam
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float totalFoam = max(waveFoam, shoreFoam);
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fixed4 col = lerp(_MainColor, _FoamColor, totalFoam);
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return col;
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}
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ENDCG
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}
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}
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}
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