Unity shader实现移动端模拟深度水效果

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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