Unity shader实现移动端模拟深度水效果
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2022-05-14 22:13:41
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...
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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