内置渲染管线
Shader "SunY/C11-Water" { Properties { _MainTex("Main Tex", 2D) = "white"{} _Color("Color Tint", Color) = (1, 1, 1, 1) _Magnitude("Distortion Magnitude", float) = 1 _Frequency("Distortion Frequency", float) = 1 _InvWaveLength("Distortion Inverse Wave Length", float) = 10 _Speed("Speed", float) = 0.5 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DissableBathing" = "True" } Pass { Tags { "LightMode" = "ForwardBase" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float _Magnitude; float _Frequency; float _InvWaveLength; float _Speed; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; // 计算一个面的正弦,只需要用顶点的一个轴计算偏移就行了 float x = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength) * _Magnitude; v.vertex.x += x; // 计算二维水面的波浪 // float z = sin(_Frequency * _Time.y + (v.vertex.x + vertex.y) * _InvWaveLength) * _Magnitude; // v.vertex.z += z; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.y += _Time.y * _Speed; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = tex2D(_MainTex, i.uv); color.rgb *= _Color.rgb; return color; } ENDCG } } FallBack "Transparent/VertexLit" }
URP渲染管线
Shader "SunY/C11-U-Water" { Properties { _MainTex("Main Tex", 2D) = "white"{} _Color("Color Tint", Color) = (1, 1, 1, 1) _Magnitude("Distortion Magnitude", float) = 1 _Frequency("Distortion Frequency", float) = 1 _InvWaveLength("Distortion Inverse Wave Length", float) = 10 _Speed("Speed", float) = 0.5 } SubShader { Tags { "Queue" = "Transparent" "IgnorProjector" = "True" "RenderType" = "Transparent" "DissableBathing" = "True" "RenderPipeline" = "UniversalPipeline" } Pass { Tags { "LightMode" = "UniversalForward" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #pragma vertex vert #pragma fragment frag CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; half4 _Color; float _Magnitude; float _Frequency; float _InvWaveLength; float _Speed; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; float x = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength) * _Magnitude; v.vertex.x += x; o.pos = TransformObjectToHClip(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.y += _Time.y * _Speed; return o; } half4 frag(v2f i) : SV_Target { half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); color.rgb *= _Color.rgb; return color; } ENDHLSL } } }
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