用shader做水波纹效果
1.效果展示:
2.代码:
shader代码:
Shader "Unlit/Water"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_WaterUV("WaterUV",2D) = "while"{}
_WaterIntensity("WaterIntensity",float) = 500
}
SubShader
{
GrabPass{
Name "BASE"
Tags{ "Mode" = "Always" }
}
Tags{ "Queue" = "Transparent+100" "RenderType" = "Transparent" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:Normal;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 grabuv:TEXCOORD1;
float4 vertex : SV_POSITION;
float3 normal:Normal;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _GrabTexture;
sampler2D _WaterUV;
float4 _GrabTexture_TexelSize;
float _WaterIntensity;
v2f vert(appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.grabuv = ComputeGrabScreenPos(o.vertex);
o.normal = v.normal;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float2 uv = tex2D(_WaterUV,i.uv).xy;
uv = (uv - 0.5) * 2;
float2 offset_ = uv * _GrabTexture_TexelSize.xy*_Wate