原链接(贴在这里方便查找):
https://www.youtube.com/watch?v=5MfcliFqjnE&list=PLtcDUwlxDv2K8KQ8WdFi6KUwizc-x_ZG9&index=3
使用Godot产生低模水面:
波浪效果所使用的shader:
shader_type spatial;
uniform vec4 out_color :hint_color =vec4(0.0,0.2,1.0,1.0);
uniform float amount:hint_range(0.2,1.5)=0.8;
uniform float beer_factor=0.2;
float generateOffset(float x,float z,float val1,float val2,float time){
float speed=1.0;
float radiansX=((mod(x+z*x*val1,amount)/amount)+(time*speed)*mod(x*0.8+z,1.5))*2.0*3.14;
float radiansZ=((mod(val2*(x*z+x*z),amount)/amount)+(time*speed)*2.0*mod(x,2.0))*2.0*3.14;
return amount*0.5*(sin(radiansZ)+cos(radiansX));
}
vec3 applyDistoration(vec3 vertex,float time){
float xd=generateOffset(vertex.x,vertex.z,0.2,0.1,time);
float yd=generateOffset(vertex.x,vertex.z,0.2,0.1,time);
float zd=generateOffset(vertex.x,vertex.z,0.2,0.1,time);
return vertex+vec3(xd,yd,zd);
}
void vertex(){
VERTEX=applyDistoration(VERTEX,TIME*0.1);
}
void fragment(){
NORMAL=normalize(cross(dFdx(VERTEX),dFdy(VERTEX)));
METALLIC=0.6;
SPECULAR=0.5;
ROUGHNESS=0.2;
ALBEDO=out_color.xyz;
float depth=texture(DEPTH_TEXTURE,SCREEN_UV).r;
depth=depth*2.0-1.0;
depth=PROJECTION_MATRIX[3][2]/(depth+PROJECTION_MATRIX[2][2]);
depth=depth+VERTEX.z;
depth=exp(-depth*beer_factor);
ALPHA=clamp(1.0-depth,0.0,1.0);
}