内置渲染管线
Shader "SunY/C15-WaterWave" { Properties { _Color("Main Color", Color) = (0, 0.15, 0.115, 1) _MainTex("Base", 2D) = "white"{} _WaveMap("Wave Map", 2D) = "bump"{} _CubeMap("Environment Cubemap", Cube) = "_Skybox"{} _WaveXSpeed("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01 _WaveYSpeed("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01 _Distortion("Distortion", Range(0, 100)) = 10 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Opaque" } GrabPass{ "_RefractionTex" } Pass { Tags { "LightMode" = "ForwardBase" } CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _WaveMap; float4 _WaveMap_ST; samplerCUBE _CubeMap; fixed _WaveXSpeed; fixed _WaveYSpeed; float _Distortion; sampler2D _RefractionTex; float4 _RefractionTex_TexelSize; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 tangent : TANGENT; }; struct v2f { float4 pos : SV_POSITION; float4 scrPos : TEXCOORD0; float4 uv : TEXCOORD1; float4 TtoW0 : TEXCOORD2; float4 TtoW1 : TEXCOORD3; float4 TtoW2 : TEXCOORD4; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.scrPos = ComputeGrabScreenPos(o.pos); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap); float3 worldPos = mul(unity_ObjectToWorld, v.vertex); fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); return o; } fixed3 frag(v2f i) : SV_Target { float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed); fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb; fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb; fixed3 bump = normalize(bump1 + bump2); float2 offest = bump.xy * _Distortion * _RefractionTex_TexelSize.xy; i.scrPos.xy = offest * i.scrPos.z + i.scrPos.xy; fixed3 refrCol = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb; bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed); fixed3 reflDir = reflect(-viewDir, bump); fixed3 reflCol = texCUBE(_CubeMap, reflDir).rgb * texColor.rgb * _Color.rgb; fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4); fixed3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel); return fixed4(finalColor, 1); } ENDCG } } }
URP渲染管线
Shader "SunY/C15-U-WaterWave" { Properties { _Color("Main Color", Color) = (0, 0.15, 0.115, 1) _MainTex("Base", 2D) = "white"{} _WaveMap("Wave Map", 2D) = "bump"{} _CubeMap("Environment Cubemap", Cube) = "_Skybox"{} _WaveXSpeed("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01 _WaveYSpeed("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01 _Distortion("Distortion", Range(0, 100)) = 10 } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { Tags { "LigteMode" = "UniversalForward" } HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" #pragma vertex vert #pragma fragment frag half4 _Color; float4 _MainTex_ST; float4 _WaveMap_ST; half _WaveXSpeed; half _WaveYSpeed; float _Distortion; float4 _CameraOpaqueTexture_TexelSize; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_WaveMap); SAMPLER(sampler_WaveMap); TEXTURECUBE(_CubeMap); SAMPLER(sampler_CubeMap); TEXTURE2D(_RefractionTex); SAMPLER(sampler_RefractionTex); struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 tangent : TANGENT; }; struct v2f { float4 pos : SV_POSITION; float4 scrPos : TEXCOORD0; float4 uv : TEXCOORD1; float4 TtoW0 : TEXCOORD2; float4 TtoW1 : TEXCOORD3; float4 TtoW2 : TEXCOORD4; }; v2f vert(a2v v) { v2f o; VertexPositionInputs posInputs = GetVertexPositionInputs(v.vertex.xyz); o.pos = posInputs.positionCS; // 获取屏幕uv,第一种方法 o.scrPos = ComputeScreenPos(posInputs.positionCS); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap); float3 worldPos = mul(unity_ObjectToWorld, v.vertex); half3 worldNormal = TransformObjectToWorldNormal(v.normal); half3 worldTangent = TransformObjectToWorldDir(v.tangent.xyz); half3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); return o; } half4 frag(v2f i) : SV_Target { float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); half3 viewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos); float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed); half3 bump1 = UnpackNormal(SAMPLE_TEXTURE2D(_WaveMap, sampler_WaveMap, i.uv.zw + speed)); half3 bump2 = UnpackNormal(SAMPLE_TEXTURE2D(_WaveMap, sampler_WaveMap, i.uv.zw - speed)); half3 bump = normalize(bump1 + bump2); float2 offest = bump.xy * _Distortion * _CameraOpaqueTexture_TexelSize.xy; i.scrPos.xy = offest * i.scrPos.z + i.scrPos.xy; half3 refrCol = SampleSceneColor(i.scrPos.xy / i.scrPos.w); bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.xy + speed); half3 reflDir = reflect(-viewDir, bump); half3 reflCol = SAMPLE_TEXTURECUBE(_CubeMap, sampler_CubeMap, reflDir).rgb * texColor.rgb * _Color.rgb; half fresnel = pow(1 - saturate(dot(viewDir, bump)), 4); half3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel); return half4(finalColor, 1); } ENDHLSL } } }
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