UnityShader实现液体倾倒效果

先看一下效果图

 实现思路:在烧杯倾倒液体时,烧杯内的液体始终不会超过烧杯口的高度,所以我们计算得到这个高度值,然后截取掉超过该高度的像素

首先准备烧杯内液体的模型,挂载一下shader对应的材质球

                                           

 shader部分:

Shader "Unlit/CullShader"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		Value("ClipValue",Range(-0.1,0.15)) = 0
			   _Color("Color", Color) = (1,1,1,1)
	}

		CGINCLUDE
#include "UnityCG.cginc"
#include "Lighting.cginc"

			struct appdata
		{
			float4 vertex : POSITION;
			float2 uv : TEXCOORD0;
			float3 normal:NORMAL;
		};

		struct v2f
		{
			float2 uv : TEXCOORD0;
			float4 vertex : SV_POSITION;
			float4 pos:TEXCOORD1;
			float3 WorldNor:TEXCOORD2;
			float4 WorldPos:TEXCOORD3;
		};
		fixed4 _Color;
		sampler2D _MainTex;
		float4 _MainTex_ST;
		float Value;
		uniform float objPosY;

		v2f vert(appdata v)
		{
			v2f o;
			o.vertex = UnityObjectToClipPos(v.vertex);
			o.WorldPos = mul(UNITY_MATRIX_M, v.vertex);
			o.uv = TRANSFORM_TEX(v.uv, _MainTex);
			o.WorldNor = normalize(UnityObjectToWorldNormal(v.normal));
			o.pos = v.vertex;
			return o;
		}

		fixed4 fragfront(v2f i) : SV_Target
		{
			if (i.WorldPos.y > Value + objPosY) {
				discard;
			}
			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
			float3 LightDir = normalize(_WorldSpaceLightPos0.xyz);
			fixed4 col = _Color;
			float3 diffuse = _LightColor0 * col * max(0, dot(i.WorldNor,LightDir) * 0.5 + 0.5);
			fixed3 color = ambient + diffuse;
			return fixed4(color, _Color.a);
		}
			fixed4 fragback(v2f i) : SV_Target
		{
			if (i.WorldPos.y > Value + objPosY) {
				discard;
			}
			 return _Color;
		}
			ENDCG
			SubShader
		{
			Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
				ZWrite On
				Blend SrcAlpha OneMinusSrcAlpha
				LOD 100
				Pass
			{

				cull back//剔除背面,渲染正面
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment fragfront       
				ENDCG
			}
				Pass
			{
			   cull front//剔除正面,渲染背面
			   CGPROGRAM
			   #pragma vertex vert
			   #pragma fragment fragback       
			   ENDCG
			}
		}
}

烧杯内的液体始终相对世界坐标保持水平,因此需要将模型的本地顶点坐标通过UNITY_MATRIX_M矩阵转换到世界坐标,然后水平截取(即使烧杯倾斜,水杯内的液体始终保持世界空间水平)

c#代码部分

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class Test : MonoBehaviour
{
    private Material mat;
    // Start is called before the first frame update
    void OnEnable()
    {
        mat = GetComponent<MeshRenderer>().sharedMaterial;
    }

    // Update is called once per frame
    void Update()
    {
        mat.SetFloat("objPosY", transform.position.y);
    }
}

转换到世界空间的坐标需要以烧杯自身的坐标为基准截取,这样保证无论烧杯在时间空间的什么位置,截取的高度都是相对于烧杯本身的

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Unity实现流体倾倒效果可以使用一些物理引擎,例如PhysX、Bullet等。以下是一个简单的实现流体倾倒效果Unity代码示例: ```csharp using UnityEngine; public class FluidSimulation : MonoBehaviour { public float fluidDensity = 1.0f; public float fluidViscosity = 0.1f; public float surfaceTension = 0.1f; public float gravity = 9.8f; public float cellSize = 0.1f; public float deltaTime = 0.1f; private int width; private int height; private int depth; private FluidCell[] cells; private void Start() { width = Mathf.RoundToInt(transform.localScale.x / cellSize); height = Mathf.RoundToInt(transform.localScale.y / cellSize); depth = Mathf.RoundToInt(transform.localScale.z / cellSize); cells = new FluidCell[width * height * depth]; for (int i = 0; i < cells.Length; i++) { cells[i] = new FluidCell(fluidDensity, fluidViscosity, surfaceTension, gravity); } } private void Update() { // Update fluid simulation for one frame ComputeForces(); Integrate(); } private void ComputeForces() { // Compute external forces on each cell for (int i = 0; i < cells.Length; i++) { // Compute gravity force cells[i].force = new Vector3(0, -gravity * cells[i].density, 0); } } private void Integrate() { // Integrate fluid simulation for one frame for (int i = 0; i < cells.Length; i++) { // Integrate velocity cells[i].velocity += deltaTime * cells[i].force / cells[i].density; // Integrate position Vector3 position = new Vector3( (i % width) * cellSize, (i / width % height) * cellSize, (i / width / height) * cellSize); cells[i].position = position + deltaTime * cells[i].velocity; // Apply boundary conditions if (cells[i].position.y < 0) { cells[i].position.y = 0; } } } private class FluidCell { public float density; public float viscosity; public float surfaceTension; public float gravity; public Vector3 position; public Vector3 velocity; public Vector3 force; public FluidCell(float density, float viscosity, float surfaceTension, float gravity) { this.density = density; this.viscosity = viscosity; this.surfaceTension = surfaceTension; this.gravity = gravity; } } } ``` 这个代码示例只是一个简单的流体模拟器,可以根据需要进行改进并加入渲染器来实现更复杂的流体效果

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