Shader20 程序纹理水波仿真

Edit===>Project Settings===>Quality,优化

异构平台的通用计算,GPGPU

using UnityEngine;
using System.Collections;
using System.Threading;

public class WavaTexture : MonoBehaviour
{

    public int waveWidth;//波宽
    public int waveHeight;//波高

    float[,] waveA;
    float[,] waveB;
    Color[] ColorBuffer;
    Texture2D tex_uv;//传递给着色器的uv

    // Use this for initialization
    void Start()
    {
        waveA = new float[waveWidth, waveHeight];
        waveB = new float[waveWidth, waveHeight];

        ColorBuffer = new Color[waveWidth*waveHeight];
        tex_uv = new Texture2D(waveWidth, waveHeight);
        GetComponent<Renderer>().material.SetTexture("_WavaTex", tex_uv);
        //Putpop();
        PutDrop(64, 64);

        //启动线城执行新程序
        Thread th = new Thread(new ThreadStart(ComputeWave));
        th.Start();
    }

    // Update is called once per frame
    void Update()
    {
        sleepTime = (int)(Time.deltaTime*1000);

        tex_uv.SetPixels(ColorBuffer);//给shader传值
        tex_uv.Apply();//生效

        if (Input.GetMouseButton(0))
        {
            RaycastHit hit;
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out hit))
            {
                Vector3 pos = hit.point;
                //世界坐标系转换为局部坐标系
                pos = transform.worldToLocalMatrix.MultiplyPoint(pos);

                int w = (int)((pos.x + 0.5) * waveWidth);
                int h = (int)((pos.y + 0.5) * waveHeight);
                PutDrop(w, h);
            }
        }
        //ComputeWave();
    }


    //void Putpop()
    //{
    //    waveA[waveWidth / 2, waveHeight / 2] = 1;
    //    waveA[waveWidth / 2-1, waveHeight / 2] = 1;
    //    waveA[waveWidth / 2+1, waveHeight / 2] = 1;
    //    waveA[waveWidth / 2, waveHeight / 2-1] = 1;
    //    waveA[waveWidth / 2, waveHeight / 2+1] = 1;
    //    waveA[waveWidth / 2-1, waveHeight / 2-1] = 1;
    //    waveA[waveWidth / 2-1, waveHeight / 2+1] = 1;
    //    waveA[waveWidth / 2+1, waveHeight / 2-1] = 1;
    //    waveA[waveWidth / 2+1, waveHeight / 2+1] = 1;
    //}

    
    private void PutDrop(int x, int y)
    {
        int radius = 20;//波的半径范围
        float dist;//距离点击点的距离

        //圆范围内的波的状态
        for (int i = -radius; i <= radius; i++)
        {
            for (int j = -radius; j < radius; j++)
            {
                if(((x+i>=0)&&(x+i<waveWidth-1))&&((y+j>=0)&&(y+j<waveHeight-1)))
                {
                    dist = Mathf.Sqrt(i * i + j * j);
                    if (dist < radius)
                        waveA[x + i, y + j] = Mathf.Cos(dist * Mathf.PI / radius);
                }
            }
        }
    }

    bool isRun = true;
    int sleepTime;
    void ComputeWave()
    {
        while (isRun)
        {
            for (int w = 1; w < waveWidth - 1; w++)
            {
                for (int h = 1; h < waveHeight - 1; h++)
                {
                    waveB[w, h] = (waveA[w - 1, h] +
                                   waveA[w + 1, h] +
                                   waveA[w, h - 1] +
                                   waveA[w, h + 1] +
                                   waveA[w - 1, h - 1] +
                                   waveA[w + 1, h - 1] +
                                   waveA[w - 1, h + 1] +
                                   waveA[w + 1, h + 1]) / 4 -
                                   waveB[w, h];
                    float valueB = waveB[w, h];
                    if (valueB > 1)
                    {
                        waveB[w, h] = 1;
                    }
                    if (valueB < -1)
                    {
                        waveB[w, h] = -1;
                    }

                    float offset_u = (waveB[w - 1, h] - waveB[w + 1, h]) / 2;
                    float offset_v = (waveB[w, h - 1] - waveB[w, h + 1]) / 2;

                    float r = offset_u / 2 + 0.5f;
                    float g = offset_v / 2 + 0.5f;

                    //tex_uv.SetPixel(w, h, new Color(r, g, 0));//不能在线程中调用
                    ColorBuffer[w + waveWidth * h] = new Color(g, r, 0);
                    waveB[w, h] -= waveB[w, h] * 0.001f;//波的衰减

                }
            }
            //tex_uv.Apply();//启用,不能在线程中调用
            //交换
            float[,] temp = waveA;
            waveA = waveB;
            waveB = temp;
            Thread.Sleep(sleepTime);
        }
    }
    void OnDestroy()
    {
        isRun = false;
    }
}

 

Shader "Sbin/Texture09" 
{
	Properties 
	{
		_MainTex("MainTex",2D)=""{}
	}
	SubShader 
	{
		pass
		{
			CGPROGRAM
		    #pragma Vertex vert
		    #pragma fragment frag
			#include "unitycg.cginc" 
		   
		    sampler2D _MainTex; 
			sampler2D _WaveTex;

		    struct v2f 
		    {
		    	float4 pos:POSITION;
				float2 uv:TEXCOORD0;
		    };
		    
		    v2f vert(appdata_base v)
		    {
				v2f o;
				o.pos=mul(UNITY_MATRIX_MVP,v.Vertex);
				o.uv=v.texcoord.xy;
				return o;
			}

		    fixed4 frag(v2f IN):COLOR
			{
				float2 uv=tex2D(_WaveTex,IN.uv).xy;
				uv=uv*2-1;//0到1的范围变换到-1到1的范围
				uv*=0.025;//偏移
				IN.uv+=uv;
				
				fixed4 color= tex2D(_MainTex,IN.uv);//+fixed4(1,1,1,)*saturate(scale)*100;
				return color;
			}
		    ENDCG
		 }
	} 
}

 

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