Unity Shader 使用噪声 水波效果

Shader "MyShader/WaterWave"
{
    Properties{
        _Color("Main Color", Color) = (0, 0.15, 0.115, 1)
        _MainTex("Base (RGB)", 2D) = "white" {}
        _WaveMap("Wave Map", 2D) = "bump" {}
        _Cubemap("Environment Cubemap", Cube) = "_Skybox" {}
        _WaveXSpeed("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01
        _WaveYSpeed("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01
        _Distortion("Distortion", Range(0, 100)) = 10
    }
        SubShader{
            // We must be transparent, so other objects are drawn before this one.
            Tags { "Queue" = "Transparent" "RenderType" = "Opaque" }

            // This pass grabs the screen behind the object into a texture.
            // We can access the result in the next pass as _RefractionTex
            GrabPass { "_RefractionTex" }

            Pass {
                Tags { "LightMode" = "ForwardBase" }

                CGPROGRAM

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

                #pragma multi_compile_fwdbase

                #pragma vertex vert
                #pragma fragment frag

                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;

                struct a2v {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float4 texcoord : TEXCOORD0;
                };

                struct v2f {
                    float4 pos : SV_POSITION;
                    float4 scrPos : TEXCOORD0;
                    float4 uv : TEXCOORD1;
                    float4 TtoW0 : TEXCOORD2;
                    float4 TtoW1 : TEXCOORD3;
                    float4 TtoW2 : TEXCOORD4;
                };

                v2f vert(a2v v) {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);

                    o.scrPos = ComputeGrabScreenPos(o.pos);

                    o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
                    o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap);

                    float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                    fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
                    fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                    fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;

                    o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
                    o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
                    o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

                    return o;
                }

                fixed4 frag(v2f i) : SV_Target {
                    float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
                    fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
                    float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed);

                    // Get the normal in tangent space
                    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);

                    // Compute the offset in tangent space
                    float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
                    i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
                    fixed3 refrCol = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb;

                    // Convert the normal to world space
                    bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
                    fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed);
                    fixed3 reflDir = reflect(-viewDir, bump);
                    fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb;

                    fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4);
                    fixed3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel);

                    return fixed4(finalColor, 1);
                }

                ENDCG
            }
        }
            // Do not cast shadow
                    FallBack Off
}

其中,_Color用于控制水面颜色,_MainTex是水面波纹材质纹理,默认为白色纹理,_WaveMap是一个由噪声生成的法线纹理,_Cubemap是用于模拟反射的立方体纹理,_Distortion则用于控制模拟折射时图像的扭曲程度,_WaveXSpeed和_WaveYSpeed分别用于控制法线纹理在X和Y方向上的平移速度。

参考 我买的 unity shader 入门精要

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