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三、效果实现:8、水(5)实现岸边边界线

三、效果实现:8、水(5)实现岸边边界线

作者: GameObjectLgy | 来源:发表于2021-02-28 22:31 被阅读0次

加入水岸线效果,shader代码如下

Shader "Customer/Water01"
{
    Properties
    {
        _Color("Color水颜色", color) = (0,0,0.8,0.5)
        _WaveNormalMap("Wave Normal Map", 2D) = "bump"{}
        _WaveHeight("Wave Height",Range(0,1)) = 0.1
        _WaveNormalScale("Wave Scale", float) = 10.0
        _WaveNormalSpeed("Wave Speed", float) = 1.0
        _waveNumber("Wave Number",float) = 4
        _BigWaveSpeed("Big Wave Speed",float) = 10
        _BigWaveHeight("Big Wave Height",float) = 0.5
        _BigWaveNumber("Big Wave Number",float) = 10
        _Opacity("不透明度", range(0, 1)) = 0.5

        _BowenTex("Bowen Texture", 2D) = "white" {}
        _BowenSpeed("Bowen",Range(-5,5)) = 0.1
        _BowenOpacity("扰动不透明度", range(0, 1)) = 0.5

         _dividHeight("分界线高度",Range(-1,1)) = -0.1
        _EdgeWidth("水岸线宽度",Range(0,1)) = 0.1
        _EdgeTex("水岸线形状", 2D) = "black" {}
        _EdgeSpeed("水岸线扩展速度",Range(1,10)) = 5
    }
    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "RenderType" = "Transparent"
        }
        GrabPass{
            "_GrabPassTex"
        }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc" 
            #pragma multi_compile_fog

            float4 _Color;
            sampler2D _WaveNormalMap;
            float4 _WaveNormalMap_ST;
            fixed _WaveHeight;
            float _WaveNormalScale;
            fixed _WaveNormalSpeed;
            fixed _waveNumber;

            fixed _dividHeight;
            fixed _BigWaveSpeed;
            fixed _BigWaveHeight;
            fixed _BigWaveNumber;

            // 输入参数
            float4 _MainTex_ST;
            uniform half _Opacity;

            sampler2D _GrabPassTex;//用于渲染透明物体
            uniform sampler2D_float _CameraDepthTexture;

            sampler2D _BowenTex;//波纹扰动噪声
            float _BowenSpeed;//波纹扰动流动速度
            float4 _BowenTex_ST;//波纹扰动Tiling
            uniform half _BowenOpacity;// 波纹扰动透明度

            fixed _EdgeWidth;//岸线
            fixed _EdgeSpeed;//水岸下冲击速度
            sampler2D _EdgeTex;
            // 输入结构
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal:NORMAL;//法线通常都是必须的
                float4 tangent : TANGENT;
                float3 color:COLOR0;
            };
            // 输出结构
            struct v2f
            {
                float4 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;   // 由模型顶点信息换算而来的顶点屏幕位置
                float depth : TEXCOORD2;
                float3 normal:NORMAL;//法线通常都是必须的
                float4 lightDir_Tangent:TEXCOORD5;
                float4 screenuv:TEXCOORD1;
                float3 viewDir:TEXCOORD3;
                float4 vertex_Local : TEXCOORD4;
                float3 color:COLOR0;
            };

            // 输入结构>>>顶点Shader>>>输出结构
            v2f vert(appdata v)
            {
                //v2f o;
                v2f o = (v2f)0;
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                //获取自身深度值
                COMPUTE_EYEDEPTH(o.depth);

                float2 flow = float2(_Time.x * _WaveNormalSpeed, _Time.z * 1.215 * _WaveNormalSpeed);

                fixed3 n = UnpackNormal(tex2Dlod(_WaveNormalMap, float4(v.uv.xy * _WaveNormalScale + flow, 0, 0))).xyz;
                //float tempN = tex2Dlod(_WaveNormalMap, float4(v.uv.xy*_WaveNormalScale + flow, 0, 0)).g;这种写法也可以,当然下面的高度也要用下面这句
                //v.vertex.y = v.vertex.y + tempN * _WaveHeight + height;

                float height = 0;

                fixed wavebevel = 5;

                fixed attenuation = (1.0 - v.uv.y);

                //1、波浪效果
                fixed b = 0.8;
                fixed x = v.uv.y + b * sin(v.uv.y);
                if (v.vertex.y > _dividHeight)
                {
                    height = (cos(x * _BigWaveNumber - _Time.z * _BigWaveSpeed + v.uv.x * wavebevel) + 1) * 0.5 * _BigWaveHeight * attenuation;
                    height += (cos(x * _BigWaveNumber - _Time.z * _BigWaveSpeed + (1.0 - v.uv.x) * wavebevel) + 1) * 0.5 * _BigWaveHeight * attenuation;
                }
                v.vertex.y = v.vertex.y + n * _WaveHeight + height;


                if (v.vertex.y > _dividHeight)
                    v.vertex.z -= height * 0.1;

                o.vertex = UnityObjectToClipPos(v.vertex);
                //rotation
                TANGENT_SPACE_ROTATION;
                o.lightDir_Tangent.xyz = mul(rotation, ObjSpaceLightDir(v.vertex));
                o.normal = v.normal;//得到法线,很重要

                //屏幕UV
                o.screenuv = ComputeScreenPos(o.vertex);// 背景纹理采样坐标
                o.viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
                o.viewDir = mul(rotation, mul(o.viewDir, unity_ObjectToWorld));//得到视方向
                    //本地空間位置
                o.vertex_Local = v.vertex;
                o.color = v.color;

                //UV
                o.uv.xy = TRANSFORM_TEX(v.uv, _BowenTex);//扰动波纹纹理Tilling
                o.uv.zw = TRANSFORM_TEX(v.uv, _WaveNormalMap);
                //UNITY_TRANSFER_FOG(o, o.vertex);
                return o;
            }

            fixed4 texCross(sampler2D tex, float2 uv, float speed)
            {
                float4 col1 = tex2D(tex, uv + float2(-_Time.x*speed, -_Time.x*speed));

                float4 col2 = tex2D(tex, uv + float2(_Time.x*speed*0.5, _Time.x*0.15*speed));

                float4 col3 = tex2D(tex, uv + float2(_Time.x*speed*0.84, -_Time.x*0.11*speed));

                float4 col4 = tex2D(tex, uv + float2(_Time.x*speed*0.105, -_Time.x*0.3515*speed));

                return (col1 + col2 + col3 + col4) / 4;
            }

            // 输出结构>>>像素
            fixed4 frag(v2f i) : SV_Target
            {
                //屏幕深度Z
                float ScreenZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenuv)));
                float halfWidth = _EdgeWidth * 0.5f;
                float diff = saturate(abs(i.depth - ScreenZ) / halfWidth);
                fixed mask = dot(i.normal, float3(0, -1, 0)) + 0.5;
                mask = mask > 0.2 ? 0 : 1;

                //4、Bowen Col
                fixed4 boWen = texCross(_BowenTex, i.uv, _BowenSpeed)*mask;
                boWen.a = 0;

                float2 flow = float2(_Time.x * _WaveNormalSpeed, _Time.z * 1.215 * _WaveNormalSpeed);
                fixed3 tangentNormal = UnpackNormal(tex2D(_WaveNormalMap, i.uv.zw * _WaveNormalScale + flow)).xyz;
                tangentNormal.xy = tangentNormal.xy * 10;
                fixed3 normal = normalize(tangentNormal);//法线

                //越近越白
                fixed d = clamp(1.0 - (abs(i.depth - ScreenZ) * 0.5), 0, 1);
                //越遠越白
                fixed d1 = clamp(abs(i.depth - ScreenZ)*0.1 + 0.1, 0, 1.0);

                //灯光方向
                fixed3 world_lightDir = normalize(-_WorldSpaceLightPos0.xyz);
                fixed3 world_normal = normalize(mul(unity_ObjectToWorld, normal));//
                fixed3 world_normal_self = normalize(mul((float3x3)unity_ObjectToWorld, i.normal));
                fixed3 n = mask > 0 ? world_normal : world_normal_self;
                fixed3 diffuse = dot(world_lightDir, n) * 0.5 + 0.5;


                //白沫以及流动效果,因为法线贴图随时间变动,所以有了流动的白沫
                //计算灯光反射
                fixed3 reflectDir = reflect(i.lightDir_Tangent, normal);
                //高光,15是高光程度,这个参数也可以开放出去
                fixed3 specular = max(pow(max(0, dot(i.viewDir, reflectDir)), 15), 0) * (1.0 - d);

                //5、岸线
                //岸线顔色
                fixed4 edgeCol = mask > 0 ? lerp(_EdgeWidth, _Color, diff) : _Color;
                //水岸线
                fixed edge = mask > 0 ? abs(lerp(_EdgeWidth, 0, diff)) : 0;

                float4 finalCol = fixed4(diffuse, 0);
                //2、透明水
                //Grab Tex
                fixed4 grabCol;//水的主体透明颜色值
                
                grabCol = tex2D(_GrabPassTex, i.screenuv.xy / i.screenuv.w);
                //深色
                grabCol = lerp(grabCol + boWen * _BowenOpacity, lerp(grabCol, _Color, _Color.a) + boWen *0.1, _Opacity);

                //水岸线最终输出
                fixed mm = (d - edge) * 2;
                fixed2 edgeUV = i.uv.xy / _BowenTex_ST.xy;
                fixed4 edgeColFinal = tex2D(_EdgeTex, edgeUV + float2(0.5 + sin(_Time.x), d*0.5 - _Time.x*_EdgeSpeed)).r*mm;
                edgeColFinal *= tex2D(_EdgeTex, edgeUV + float2(0.5 - sin(_Time.x), d*0.5 - _Time.x*_EdgeSpeed)).r*mm;
                edgeColFinal *= edgeCol.r*0.8;

                finalCol = grabCol;
                if (mask > 0)
                    finalCol.rgb += specular * 2;

                return finalCol * _LightColor0 + edgeColFinal * mask;
            }
        ENDCG
        }
    }
}

水岸线关键代码:
//水岸线最终输出
fixed mm = (d - edge) * 2;
fixed2 edgeUV = i.uv.xy / _BowenTex_ST.xy;
fixed4 edgeColFinal = tex2D(_EdgeTex, edgeUV + float2(0.5 + sin(_Time.x), d0.5 - _Time.x_EdgeSpeed)).rmm;
edgeColFinal = tex2D(_EdgeTex, edgeUV + float2(0.5 - sin(_Time.x), d0.5 - _Time.x
_EdgeSpeed)).r*mm;
edgeColFinal = edgeCol.r0.8;

最终效果图:


2.gif

面板参数:


image.png

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