话不多说,先上图! 安罩小米8测试没有问题。
最近没上班在家学习,做了这个带点恐怖的密室逃脱类游戏弄了这个水波效果,和大家分享一下。在之前的例子里进行修改的,没看的同学可以点这里看下代码。传送门:
https://blog.csdn.net/ww1351646544/article/details/88605093
其实也很简单只是在原来的基础上多加了一个Pass来接受灯光效果,代码如下:
Pass {
Tags{ "Lightmode" = "Forwardadd" }
Blend one one
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "lighting.cginc"
#include "autolight.cginc"
//阴影主要来源于这句
#pragma multi_compile_fwdadd_fullshadows
fixed4 _SpecularColor;
float _SpecularScale;
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Diffuse;
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float2 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos:SV_POSITION;
float4 wpos:TEXCOORD0;
float4 uv:TEXCOORD1;
fixed3 wNormal:TEXCOORD2;
SHADOW_COORDS(3)
};
//顶点着色器
v2f vert(a2v v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.uv.xy=v.texcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.wpos = mul(UNITY_MATRIX_M,v.vertex);
o.wNormal = worldNormal.xyz;
TRANSFER_SHADOW(o)
return o;
}
fixed4 frag(v2f i) :COLOR
{
float3 worldPos= i.wpos.xyz;
float3 worldNormal = i.wNormal.xyz;
float3 worldLight = normalize(_WorldSpaceLightPos0).xyz;
UNITY_LIGHT_ATTENUATION(atten, i, worldPos)
float3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
float3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//取主图的颜色*影响色
fixed3 albedo=tex2D(_MainTex,i.uv).rgb;//*_Color.rgb;
//环境光颜色*albedo
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
//灯光一颜色*环境色*亮度
fixed3 diffuse=albedo*max(0,dot(worldNormal,lightDir));
//中线:点到灯光方向+点到摄像机方向:取的是中线
fixed3 halfDir = normalize(lightDir+viewDir);
//中线与法线越相似则越亮
fixed3 specular =_LightColor0.rgb*_SpecularColor.rgb*pow(max(0,dot(worldNormal,halfDir)),_SpecularScale);
return float4((diffuse+specular)*atten,1);
}
ENDCG
}
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