• Unity shader学习之简单的水效果


    效果如下:

    代码如下:

    Shader "Custom/Study/Water"
    {
        Properties
        {
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Texture", 2D) = "white" {}
            _NormalMap ("Normal", 2D) = "bump" {}
            _Distortion ("Distortion", Range(1, 100)) = 10
            _WaveSpeed ("Wave speed", Vector) = (0,0,0,0)
            _ReflectRate ("Reflect Rate", Range(0,1)) = 0.7
        }
    
        SubShader
        {
            Tags
            {
                "RenderType" = "Transparent"
                "Queue" = "Transparent"
            }
    
            GrabPass { "_GrabTex" }
    
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                
                #include "UnityCG.cginc"
    
                float4 _Color;
                sampler2D _MainTex;
                float4 _MainTex_ST;
                sampler2D _NormalMap;
                float4 _NormalMap_ST;
                sampler2D _GrabTex;
                float4 _GrabTex_TexelSize;
                float _Distortion;
                float4 _WaveSpeed;
                float _ReflectRate;
    
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float4 uv : TEXCOORD0;
                };
    
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float4 uv : TEXCOORD0;
                    float4 scrPos : TEXCOORD1;
                };
    
                
                v2f vert (appdata v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
                    o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap);
                    o.scrPos = ComputeGrabScreenPos(o.pos);
                    return o;
                }
                
                fixed4 frag (v2f i) : SV_Target
                {
                    float2 speedNormal = _Time.y * _WaveSpeed.xy;
                    float2 speedMainTex = _Time.y * _WaveSpeed.zw;
    
                    fixed3 normal1 = UnpackNormal(tex2D(_NormalMap, i.uv.zw + speedNormal));
                    fixed3 normal2 = UnpackNormal(tex2D(_NormalMap, i.uv.zw - speedNormal));
                    fixed3 normal = normalize(normal1 + normal2);
    
                    float2 offset = normal.xy * _GrabTex_TexelSize.xy * _Distortion;
    
                    fixed4 mainTex = tex2D(_MainTex, i.uv.xy + speedMainTex + offset);
                    mainTex *= _Color;
    
                    float2 grabUV = (i.scrPos.xy + offset) / i.scrPos.w;
                    fixed4 grabTex = tex2D(_GrabTex, grabUV);
                    
                    fixed4 col = lerp(mainTex, grabTex, _ReflectRate);
                    return col;
                }
                ENDCG
            }
        }
    
        Fallback Off
    }

    shader面板如下:

    转载请注明出处:https://www.cnblogs.com/jietian331/p/14080732.html

     关于 GrabPass:

     详见:https://zhuanlan.zhihu.com/p/83507625

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  • 原文地址:https://www.cnblogs.com/jietian331/p/14080732.html
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