Unity shader实现移动端模拟深度水效果

Delicia ·
更新时间:2024-09-21
· 843 次阅读

本文实例为大家分享了Unity shader实现移动端模拟深度水的具体代码,供大家参考,具体内容如下

描述:

在网上看到很多效果很好的水,比如根据水的深度,颜色有深浅变化,能让水变得更真实,但是又会涉及到比较复杂的计算,在移动端上面还是有些吃力的。

最近研究了一下,想在移动端上面模拟这样的效果 :

1 水的深浅透明度变化

2 水的深浅颜色变化

3 水上的阴影模拟(大面积的水通过烘焙比较浪费烘焙图)

根据上面的3点,可以通过一张黑白图的rg通道来实现深浅以及阴影的模拟 效果如下

如图,浅色的偏绿,深色的偏蓝 ,颜色可以手动调节,左边为阴影位置

代码如下:

Shader "Game_XXX/whater" { Properties { _WaterTex ("Normal Map (RGB), Foam (A)", 2D) = "white" {} _AlphaTex("AlphaTex", 2D) = "black" {} _shadowLight ("shadowLight",range(0,1)) = 0 _Tiling ("Wave Scale", Range(0.00025, 0.007)) = 0.25 _WaveSpeed("Wave Speed", Float) = 0.4 _SpecularRatio ("Specular Ratio", Range(10,500)) = 200 _outSideColor("outSideColor",Color) = (0,0,0,0) _outSideLight("outSideLight",Range(0,10))=1 _inSideColor("inSideColor",Color) = (0,0,0,0) _inSideLight("intSideLight",Range(0,10))=1 _Alpha("Alpha",Range(0,1)) = 1 //模拟灯光颜色 _LightColorSelf ("LightColorSelf",Color) = (1,1,1,1) //模拟灯光方向 _LightDir ("LightDir",vector) = (0,1,0,0) //高光强度 _specularLight("specularLight",range(0.1,2)) =1 } SubShader { Tags { "Queue"="Transparent-200" "RenderType"="Transparent" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" } LOD 250 Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex Vert #pragma fragment Frag #include "UnityCG.cginc" float _Tiling; float _WaveSpeed; float _SpecularRatio; sampler2D _WaterTex; sampler2D _AlphaTex; float4 _LightColorSelf; float4 _LightDir; float4 _outSideColor; float _outSideLight; float4 _inSideColor; float _inSideLight; float _shadowLight; float _specularLight; float _Alpha; struct v2f { float4 position : POSITION; float3 worldView : TEXCOORD0; float3 tilingAndOffset:TEXCOORD2; float3x3 tangentTransform:TEXCOORD4; float2 alphaUV :TEXCOORD7; }; v2f Vert(appdata_full v) { v2f o; float4 worldPos = mul(unity_ObjectToWorld, v.vertex); //视向量(世界空间) o.worldView = -normalize(worldPos - _WorldSpaceCameraPos); o.position = UnityObjectToClipPos(v.vertex); //uv动画 o.tilingAndOffset.z =frac( _Time.x * _WaveSpeed);//frac :返回标量或矢量的小数 o.tilingAndOffset.xy = worldPos.xz*_Tiling; o.alphaUV = v.texcoord; //求世界法线三件套 float3 normal =normalize( UnityObjectToWorldNormal(v.normal)); float3 tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );//切线空间转化为世界空间 float3 bitangentDir = normalize(cross(normal, tangentDir) * v.tangent.w);//切线 法线 计算副切线 o.tangentTransform = float3x3( tangentDir, bitangentDir, normal); return o; } float4 Frag(v2f i):COLOR { //法线采样 fixed3 BumpMap01 = UnpackNormal(tex2D(_WaterTex,i.tilingAndOffset.xy + i.tilingAndOffset.z )); fixed3 BumpMap02 = UnpackNormal(tex2D(_WaterTex,i.tilingAndOffset.xy*1.1 - i.tilingAndOffset.z)); //两张法线相混合 //fixed3 N1 =saturate( normalize(mul( BumpMap01.rgb, i.tangentTransform ))); //fixed3 N2 =saturate( normalize(mul( BumpMap02.rgb, i.tangentTransform ))); //fixed3 worldNormal = N1 - float3(N2.x,0,N2.z); fixed3 N1 = normalize(mul( BumpMap01.rgb, i.tangentTransform )); fixed3 N2 = normalize(mul( BumpMap02.rgb, i.tangentTransform )); fixed3 worldNormal = N1*0.5 +N2*0.5; float LdotN = dot(worldNormal, _LightDir.xyz); //_LightDir为模拟灯光 //高光 float dotSpecular = dot(worldNormal, normalize( i.worldView+_LightDir.xyz)); fixed3 specularReflection = pow(saturate(dotSpecular), _SpecularRatio)*_specularLight; //通道贴图采样 fixed4 alphaTex = tex2D (_AlphaTex,i.alphaUV); //模拟灯光的颜色 * 漫反射系数= 基础水的颜色 fixed4 col =_LightColorSelf*2 * saturate (LdotN) ; //用alpha贴图的r通道来模拟水的深浅的颜色,白色为深色,黑色为浅色 ,同时乘以想要的颜色 col.rgb = col.rgb * alphaTex.r *_inSideColor * _inSideLight + col.rgb * (1-alphaTex.r) * _outSideColor *_outSideLight + specularReflection; //控制透明度,根据alpha的r通道 来控制深浅的透明度,深色的透明度小 浅色的透明度大 col.a = _Alpha * alphaTex.r; //手动绘制阴影 用alpha贴图的g通道 跟col相乘 来模拟阴影 alphaTex.g = saturate(alphaTex.g + _shadowLight); col.rgb *= alphaTex.g; return col; } ENDCG } } FallBack "Diffuse" }

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