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| Shader "Unity Shaders Learn/Chapter15/WaterWave" { Properties { _Color ("Main Color", Color) = (1,1,1,1) //水面颜色 _MainTex ("Base (RGB)", 2D) = "white" {} //水面波纹材质纹理 _WaveMap ("Wave Map", 2D) = "bump" {} //噪声纹理生成的法线纹理 _Cubemap ("Environment Cubemap", Cube) = "_Skybox" {} //模拟反射的立方体纹理 _WaveXSpeed ("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01 //控制法线纹理在X方向的平移速度 _WaveYSpeed ("Wave Verticle Speed", Range(-0.1, 0.1)) = 0.01 //控制法线纹理在Y方向的平移速度 _Distortion ("Distortion", Range(0, 100)) = 10 //控制模拟折射时图像的扭曲程度 } SubShader { Tags {"Queue"="Transparent" "RenderType"="Opaque"} GrabPass {"_RefractionTex"} Pass { CGPROGRAM #include "UnityCG.cginc"
#pragma vertex vert; #pragma fragment frag; fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _WaveMap; float4 _WaveMap_ST; samplerCUBE _Cubemap; fixed _WaveXSpeed; fixed _WaveYSpeed; float _Distortion; sampler2D _RefractionTex; float4 _RefractionTex_TexelSize;
struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; float3 normal : NORMAL; float4 tangent : TANGENT; };
struct v2f { float4 pos : SV_POSITION; float4 srcPos : TEXCOORD0; float4 uv : TEXCOORD1; float4 TtoW0 : TEXCOORD2; float4 TtoW1 : TEXCOORD3; float4 TtoW2 : TEXCOORD4; };
v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.srcPos = ComputeGrabScreenPos(o.pos);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); float3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o; }
fixed4 frag(v2f i) : SV_Target { float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// 对法线纹理采样两次是为了模拟两层交叉的水面波动效果 float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed); fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb; fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb; fixed3 bump = normalize(bump1 + bump2);
//_Distortion越大,偏移越大,水面背后的物体变形程度越大 float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy; //与z分量相乘是为了模拟深度越大,折射效果越大的效果 i.srcPos.xy = offset * i.srcPos.z + i.srcPos.xy; fixed3 refrCol = tex2D(_RefractionTex, i.srcPos.xy/i.srcPos.w).rgb;
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); // 对主纹理也应用动画,模拟水波效果 fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed); // 计算反射颜色 fixed3 reflDir = reflect(-worldViewDir, bump); fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb;
// 使用菲涅尔进行混合 fixed fresnel = pow(1 - saturate(dot(bump, worldViewDir)), 4); fixed3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel);
return fixed4(finalColor, 1); }
ENDCG } } FallBack "Diffuse" }
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