Unity Shader实现水波纹效果(模拟物体在水面上行走效果)

Unity Shader实现水波纹效果

CSharp代码

using System.Threading;
using UnityEngine;

public class WaveTexture : MonoBehaviour
{
    public Vector2Int SiezVe2;
    float[,] WaveA;
    float[,] WaveB;
    Texture2D texture2;
    bool isRun = true;
    private int dateTime;
    private Color[] colors;
    private bool isHavePlayer;
    void Start()
    {
        WaveA = new float[SiezVe2.x, SiezVe2.y];
        WaveB = new float[SiezVe2.x, SiezVe2.y];
        texture2 = new Texture2D(SiezVe2.x, SiezVe2.y);
        colors = new Color[SiezVe2.x* SiezVe2.y];
        GetComponent<MeshRenderer>().material.SetTexture("_WaveTex", texture2);
        Thread th = new Thread(new ThreadStart(CompleteWave));
        th.Start();
    }

    void Update()
    {
        if (!isHavePlayer) return;
        dateTime = (int)(Time.deltaTime * 1000);
        texture2.SetPixels(colors);
        texture2.Apply();
    }

    void Pop(int x, int y)
    {
        int r = 5;
        float dist;
        for (int i = -r; i < r; i++)
        {
            for (int j = -r; j < r; j++)
            {
                if ((x + i >= 0 && (x + i < SiezVe2.x - 1)) && ((y + j >= 0) && (SiezVe2.y - 1 > y + j)))
                {
                    dist = Mathf.Sqrt(i * i + j * j);
                    if (dist < r)
                    {
                        WaveA[x + i, y + j] = Mathf.Cos(dist * Mathf.PI / r);
                    }
                }
            }
        }
    }

    void CompleteWave()
    {
        while (isRun)
        {
            for (int i = 1; i < SiezVe2.x - 1; i++)
            {
                for (int j = 1; j < SiezVe2.y - 1; j++)
                {
                    WaveB[i, j] = (WaveA[i, j + 1] + WaveA[i, j - 1] + WaveA[i + 1, j] + WaveA[i - 1, j] + WaveA[i + 1, j + 1] + WaveA[i + 1, j - 1] + WaveA[i - 1, j + 1] + WaveA[i - 1, j - 1]) / 4 - WaveB[i, j];

                    float value = WaveB[i, j];
                    if (value > 1)
                    {
                        WaveB[i, j] = 1;
                    }
                    if (value < -1)
                    {
                        WaveB[i, j] = -1;
                    }
                    float offset_U = (WaveB[i - 1, j] - WaveB[i + 1, j]) / 2;
                    float offset_V = (WaveB[i, j - 1] - WaveB[i, j + 1]) / 2;
                    float r = offset_U * 0.5f + 0.5f;
                    float g = offset_V * 0.5f + 0.5f;
                    colors[i + j*SiezVe2.y] = new Color(r,g,0);

                    WaveB[i, j] -= WaveB[i, j] * 0.025f;
                }
            }
            float[,] tmp = WaveA;
            WaveA = WaveB;
            WaveB = tmp;

            Thread.Sleep(dateTime);
        }
    }

    private void OnDestroy()
    {
        isRun = false;
    }

    private void OnTriggerEnter(Collider other)
    {
        isHavePlayer = true;
    }

    private void OnTriggerStay(Collider other)
    {
        Vector3 v = transform.InverseTransformPoint(other.transform.position);
        int w = (int)(((v.x / -5) * 0.5 + 0.5f) * SiezVe2.x);
        int h = (int)(((v.z / -5) * 0.5 + 0.5f) * SiezVe2.y);
        Pop(w, h);
    }

    private void OnTriggerExit(Collider other)
    {
        isHavePlayer = false;
    }
}

Shader 代码

Shader "Texture/v2f_9_10"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
			uniform sampler2D _WaveTex;

            v2f vert (appdata_base v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : COLOR
            {
				float2 uv = tex2D(_WaveTex, i.uv);
				uv = uv * 2 -1;
				uv *= 0.025;
				i.uv += uv;
                fixed4 col = tex2D(_MainTex, i.uv);
                return col;
            }
            ENDCG
        }
    }
}

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