震惊 我发现书上有些地方都写错了
起初是因为完全照着敲,结果现象完全不一样,就是那种一眼就看出来错的很离谱的那种。。
遵循图形学第一定律,看上去对的就是对的
那看上去有问题,肯定有问题咯
出处是第15章的水波效果
源码如下:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/NewUnlitShader 5"
{
Properties
{
_Color("水面颜色",Color) = (0,0.15,0.115,1)
_MainTex("水面材质",2D) = "white" {}
_WaveMap("噪声纹理",2D) = "bump" {}
_CubeMap("环境纹理",Cube) = "_Skybox" {}
_WaveXSpeed("波浪在水平方向上的速度",Range(-0.1,0.1)) = 0.01
_WaveYSpeed("波浪在竖直方向上的速度",Range(-0.1,0.1)) = 0.01
_Distortion("折射图像扭曲程度",Range(0,100)) = 10
}
SubShader
{
Tags{"Queue" = "Transparent" "RenderType" = "Opaque"}
GrabPass {"_RefractionTex"}
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
float4 uv : TEXCOORD1;
float4 TtoW0 : TEXCOORD2;
float4 TtoW1 : TEXCOORD3;
float4 TtoW2 : TEXCOORD4;
};
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;
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeGrabScreenPos(o.pos);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _WaveMap);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
float3 worldBitangent = cross(worldNormal, worldTangent) *v.tangent.w;
o.TtoW0 = float4 (worldTangent.x, worldBitangent.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4 (worldTangent.y, worldBitangent.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4 (worldTangent.z, worldBitangent.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 worldPos = float3(i.TtoW0.z,i.TtoW1.z,i.TtoW2.z);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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);
float2 offset = bump.xy *_Distortion * _RefractionTex_TexelSize.xy;
i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
fixed3 refractioncolor = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb;
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
fixed4 texCol = tex2D(_MainTex, i.uv.xy + speed);
fixed3 reflDir = reflect(-viewDir, bump);
fixed3 reflectioncolor = texCUBE(_CubeMap, reflDir).rgb * texCol * _Color.rgb;
fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4);
fixed3 finalcol = reflectioncolor * fresnel + refractioncolor * (1 - fresnel);
return fixed4(finalcol,1);
}
ENDCG
}
}
}
这是照搬书上的没改动之前
其中有两处疑点,一个是对于屏幕坐标的偏移,一个是反射方向的获取
i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
fixed3 reflDir = reflect(-viewDir, bump);
照着书上敲,现象如下
画面没有折射的效果,水底的物体清晰可见
而且更鬼畜的是,, 随着视角变动,水还会变成五颜六色的(捂脸)