找回密码
 立即注册
查看: 160|回复: 0

unity 3d 水效果

[复制链接]
发表于 2023-1-10 15:38 | 显示全部楼层 |阅读模式
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 = UnityObjetToWorldNormal(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 ;

      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 = v;

    }

    mesh.vertices = verts;

    mesh.RecalculateNormals ();

    mesh.MarkDynamic ();

    GetComponent<MeshFilter> ().mesh = mesh;

  }

}
懒得打字嘛,点击右侧快捷回复 【右侧内容,后台自定义】
您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

小黑屋|手机版|Unity开发者联盟 ( 粤ICP备20003399号 )

GMT+8, 2024-5-18 23:17 , Processed in 0.110831 second(s), 25 queries .

Powered by Discuz! X3.5 Licensed

© 2001-2024 Discuz! Team.

快速回复 返回顶部 返回列表