【Unity Shader】对反射纹理扰动实现水面效果

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"
}

 

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