刚才写了反射效果的shader,趁热打铁实现了一个波动的水面效果,直接上代码了:
Shader "SepShader/Reflection"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_NoiseTexture("噪声波动",2D) = "white"{}
_CubeMap("CubeMap", Cube) = "white"{}
_Smoothness("Smoothness", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler3D _CubeMap;
sampler2D _NoiseTexture;
float4 _NoiseTexture_ST;
half _Smoothness;
fixed4 _Color;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv:TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 worldViewDir : TEXCOORD3;
//float3 worldRefDir : TEXCOORD3;
};
v2f vert(a2v v)
{
v2f f;
f.pos = UnityObjectToClipPos(v.vertex);
f.uv = TRANSFORM_TEX(v.uv, _NoiseTexture);
f.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldViewDir = UnityWorldSpaceViewDir(f.worldPos);
//f.worldRefDir = reflect(-f.worldViewDir, f.worldNormal);
return f;
}
fixed4 frag(v2f f) : SV_Target
{
fixed offset = tex2D(_NoiseTexture, f.uv + _Time.y * 0.1);
f.worldNormal.z += offset * 0.1;
fixed3 worldNormal = normalize(f.worldNormal);
float3 worldRefDir = reflect(-f.worldViewDir, f.worldNormal);
//fixed3 worldViewDir = normalize(f.worldViewDir);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(f.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _Color.xyz * ambient * max(0, dot(worldNormal, worldLightDir));
//fixed3 reflection = texCUBE(_CubeMap, f.worldRefDir).rgb;
//通过BoxProjectedCubemapDirection函数修正reflectDir
worldRefDir = BoxProjectedCubemapDirection(worldRefDir, f.worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);
half4 rgbm = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldRefDir);
half3 reflection = DecodeHDR(rgbm, unity_SpecCube0_HDR);
fixed3 outColor = ambient + lerp(diffuse, reflection, _Smoothness);
return fixed4(outColor, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}