unity 3d 水效果

shader 代码

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

 Shader "FX/FlatShadedWaterWithEdgeBlend" {

Properties {

    _BaseColor ("Base color", COLOR)  = ( .54, .95, .99, 0.5)

    _SpecColor ("Specular Material Color", Color) = (1,1,1,1)

    _Shininess ("Shininess", Float) = 10

    _ShoreTex ("Shore & Foam texture ", 2D) = "white" {}


    _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.2 ,0.39, 0.5, 1.0)

    _BumpTiling ("Foam Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)

    _BumpDirection ("Foam movement", Vector) = (1.0 ,1.0, -1.0, 1.0)

    _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)

    [MaterialToggle] _isInnerAlphaBlendOrColor("Fade inner to color or alpha?", Float) = 0

}

CGINCLUDE

    #include "UnityCG.cginc"

    #include "UnityLightingCommon.cginc" // for _LightColor0

    sampler2D _ShoreTex;

    sampler2D_float _CameraDepthTexture;


    uniform float4 _BaseColor;  

    uniform float _Shininess;


    uniform float4 _InvFadeParemeter;


    uniform float4 _BumpTiling;

    uniform float4 _BumpDirection;


    uniform float4 _Foam;

    float _isInnerAlphaBlendOrColor;

    #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz

    struct appdata

    {

        float4 vertex : POSITION;

        float3 normal : NORMAL;

    };



    struct v2f

    {

        float4 pos : SV_POSITION;

        float4 normalInterpolator : TEXCOORD0;

        float4 viewInterpolator : TEXCOORD1;

        float4 bumpCoords : TEXCOORD2;

        float4 screenPos : TEXCOORD3;

        float4 grabPassPos : TEXCOORD4;

        half3 worldRefl : TEXCOORD6;

        float4 posWorld : TEXCOORD7;

        float3 normalDir : TEXCOORD8;

        UNITY_FOG_COORDS(5)

    };



    inline half4 Foam(sampler2D shoreTex, half4 coords)

    {

        half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;

        return foam;

    }

    v2f vert(appdata_full v)

    {

        v2f o;


        half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;

        half3 vtxForAni = (worldSpaceVertex).xzz;


        half3   offsets = half3(0,0,0);

        half3   nrml = half3(0,1,0);


        v.vertex.xyz += offsets;


        half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;


        o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;

        o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;

        o.pos = UnityObjectToClipPos(v.vertex);

        o.screenPos=ComputeScreenPos(o.pos);

        o.normalInterpolator.xyz = nrml;

        o.viewInterpolator.w = saturate(offsets.y);

        o.normalInterpolator.w = 1;


        UNITY_TRANSFER_FOG(o,o.pos);

        half3 worldNormal = UnityObjectToWorldNormal(v.normal);

        float4x4 modelMatrix = unity_ObjectToWorld;

        float4x4 modelMatrixInverse = unity_WorldToObject;

        o.posWorld = mul(modelMatrix, v.vertex);

        o.normalDir = normalize( mul(float4(v.normal, 0.0), modelMatrixInverse).xyz);

        float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

        float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));

        o.worldRefl = reflect(-worldViewDir, worldNormal);

        return o;

    }


     half4 calculateBaseColor(v2f input)  

         {

            float3 normalDirection = normalize(input.normalDir);


            float3 viewDirection = normalize(

               _WorldSpaceCameraPos - input.posWorld.xyz);

            float3 lightDirection;

            float attenuation;


            if (0.0 == _WorldSpaceLightPos0.w) // directional light?

            {

               attenuation = 1.0; // no attenuation

               lightDirection = normalize(_WorldSpaceLightPos0.xyz);

            }

            else // point or spot light

            {

               float3 vertexToLightSource =

                  _WorldSpaceLightPos0.xyz - input.posWorld.xyz;

               float distance = length(vertexToLightSource);

               attenuation = 1.0 / distance; // linear attenuation

               lightDirection = normalize(vertexToLightSource);

            }


            float3 ambientLighting =

               UNITY_LIGHTMODEL_AMBIENT.rgb * _BaseColor.rgb;


            float3 diffuseReflection =

               attenuation * _LightColor0.rgb * _BaseColor.rgb

               * max(0.0, dot(normalDirection, lightDirection));


            float3 specularReflection;

            if (dot(normalDirection, lightDirection) < 0.0)

               // light source on the wrong side?

            {

               specularReflection = float3(0.0, 0.0, 0.0);

                  // no specular reflection

            }

            else  

            {

               specularReflection = attenuation * _LightColor0.rgb  * _SpecColor.rgb * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _Shininess);

            }

            return half4(ambientLighting + diffuseReflection  + specularReflection, 1.0);

            // return float4(0.5f, 0.115f, 0.5f, 1);

         }

    half4 frag( v2f i ) : SV_Target

    {


        half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);


        #ifdef WATER_EDGEBLEND_ON

            half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));

            depth = LinearEyeDepth(depth);

            edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));

            edgeBlendFactors.y = 1.0-edgeBlendFactors.y;

        #endif



        half4 baseColor = calculateBaseColor(i);



        half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);

        baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));

        if( _isInnerAlphaBlendOrColor==0)

            baseColor.rgb += 1.0-edgeBlendFactors.x;

        if(  _isInnerAlphaBlendOrColor==1.0)

            baseColor.a  =  edgeBlendFactors.x;

        UNITY_APPLY_FOG(i.fogCoord, baseColor);

        return baseColor;

    }


ENDCG

Subshader

{

    Tags {"RenderType"="Transparent" "Queue"="Transparent"}


    Lod 500

    ColorMask RGB


    GrabPass { "_RefractionTex" }


    Pass {

            Blend SrcAlpha OneMinusSrcAlpha

            ZTest LEqual

            ZWrite Off

            Cull Off


            CGPROGRAM


            #pragma target 3.0


            #pragma vertex vert

            #pragma fragment frag

            #pragma multi_compile_fog


            #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF


            ENDCG

    }

}

Fallback "Transparent/Diffuse"

}



c#代码


using UnityEngine;

using System.Collections;



public class Water : MonoBehaviour

{

    Vector3 waveSource1 = new Vector3 (2.0f, 0.0f, 2.0f);

    public float waveFrequency = 0.53f;

    public float waveHeight = 0.48f;

    public float waveLength = 0.71f;

    public bool edgeBlend=true;

    public bool forceFlatShading =true;

    Mesh mesh;

    Vector3[] verts;


    void Start ()

    {

        Camera.main.depthTextureMode |= DepthTextureMode.Depth;

        MeshFilter mf = GetComponent<MeshFilter> ();  

        makeMeshLowPoly (mf);


    }

    MeshFilter makeMeshLowPoly (MeshFilter mf)

    {

        mesh = mf.sharedMesh;

        verts = mesh.vertices;

        return mf;

    }

    void setEdgeBlend ()

    {

        if (!SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) {

            edgeBlend = false;

        }

        if (edgeBlend) {

            Shader.EnableKeyword ("WATER_EDGEBLEND_ON");

            if (Camera.main) {

                Camera.main.depthTextureMode |= DepthTextureMode.Depth;

            }

        }

        else {

            Shader.DisableKeyword ("WATER_EDGEBLEND_ON");

        }

    }

    // Update is called once per frame

    void Update ()

    {

        CalcWave ();

        setEdgeBlend ();

    }

    void CalcWave ()

    {

        for (int i = 0; i < verts.Length; i++) {

            Vector3 v = verts [i];

            v.y = 0.0f;

            float dist = Vector3.Distance (v, waveSource1);

            dist = (dist % waveLength) / waveLength;

            v.y = waveHeight * Mathf.Sin (Time.time * Mathf.PI * 2.0f * waveFrequency

            + (Mathf.PI * 2.0f * dist));

            verts [i] = v;

        }

        mesh.vertices = verts;

        mesh.RecalculateNormals ();

        mesh.MarkDynamic ();


        GetComponent<MeshFilter> ().mesh = mesh;

    }

}

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