2D水流
其原理通常是使用正弦函数来模拟水流的波动效果。
Shader "myShader/Water"
{
Properties
{
_MainTex("Main Tex", 2D) = "white" {}
_Color("Color Tint", Color) = (1, 1, 1, 1)
_Magnitude("Distortion Magnitude", Float) = 1 //控制水流波动幅度
_Frequency("Distortion Frequency", Float) = 1 //控制波动频率
_InvWaveLength("Distortion Inverse Wave Length", Float) = 10 //控制波长的倒数(_InvWaveLength越大 波长越小)
_Speed("Speed", Float) = 0.5
}
SubShader
{
//关闭批处理(批处理会合并所有相关模型,而这些模型各自的模型空间就会丢失)
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" }
Pass
{
Tags{"LightMode" = "ForwardBase"}
//开启混合模式 关闭深度写入 关闭剔除功能 让水流的每个面都能显示
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
Cull off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float _Magnitude;
float _Frequency;
float _InvWaveLength;
float _Speed;
struct a2v {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
float4 offset;
offset.yzw = float3(0.0, 0.0, 0.0);
offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
o.pos = UnityObjectToClipPos(v.vertex + offset);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv += float2(0.0, _Time.y * _Speed);
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed4 c = tex2D(_MainTex, i.uv);
c.rgb *= _Color.rgb;
return c;
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}
效果图:
Billboard
广告牌技术会根据视角方向来旋转一个被纹理着色的多边形,使得多边形看起来好像总是面对摄像机。
Shader "myShader/Billboard"
{
//多变形结构需满足在模型空间下是竖直排列的
Properties
{
_Color("Color Mint", Color) = (1,1,1,1) //控制显示整体颜色
_MainTex("Main Tex", 2D) = "white"{} //广告牌透明纹理
_VerticalBillboarding("Vertical Restraints",Range(0,1)) = 1 //调整是固定法线还是固定指向上方向
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" }
Pass
{
Tags{"LightMode" = "ForwardBase"}
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
Cull off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _VerticalBillboarding;
struct a2v {
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
};
v2f vert(a2v v ) {
v2f o;
float3 center = float3(0, 0, 0); //模型原点作为锚点
float3 viewer = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); //获取模型空间下的视角
//根据观察位置和锚点计算目标法线方向
float3 normalDir = viewer - center;
normalDir.y = normalDir.y * _VerticalBillboarding;
normalDir = normalize(normalDir);
//防止法线方向和向上方向平行
float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0);
float3 rightDir = normalize(cross(upDir, normalDir));
upDir = normalize(cross(normalDir, rightDir));
float3 centerOffs = v.vertex.xyz - center;
float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z;
o.pos = UnityObjectToClipPos(float4(localPos, 1));
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) :SV_Target{
fixed4 c = tex2D(_MainTex, i.uv);
c.rgb *= _Color.rgb;
return c;
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}
效果图: