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Unity Shader實現水波紋效果

本文例項為大家分享了Unity Shader實現水波紋的具體程式碼,供大家參考,具體內容如下

效果:

Unity Shader實現水波紋效果

Shader程式碼:

Shader "Custom/shuibowen"{
 Properties{
 _MainTex("Base (RGB)",2D)="white"{}
 _distanceFactor("Distancefactor",float)=1
 _timeFactor("time factor",float)=2
 _totalFactor("total factor",float)=3
 _waveWidth("wave width",float)=4
 _curWaveDis("curwave dis",float)=5
 _startPos("star pos",Vector) = (1,1,1)
 _MainTex_TexelSize("Maintex_texelSize",vector)=(1,1)
 }
 CGINCLUDE
 #include "UnityCG.cginc"
 uniform sampler2D _MainTex; 
 float4 _MainTex_TexelSize;
 uniform float _distanceFactor; 
 uniform float _timeFactor; 
 uniform float _totalFactor; 
 uniform float _waveWidth; 
 uniform float _curWaveDis; 
 uniform float4 _startPos;
 fixed4 frag(v2f_img i) : SV_Target 
 { 
  //DX下紋理座標反向問題 
  #if UNITY_UV_STARTS_AT_TOP 
  if (_MainTex_TexelSize.y < 0) 
   _startPos.y = 1 - _startPos.y; 
  #endif 
  //計算uv到中間點的向量(向外擴,反過來就是向裡縮) 
  float2 dv = _startPos.xy - i.uv; 
  //按照螢幕長寬比進行縮放 
  dv = dv * float2(_ScreenParams.x / _ScreenParams.y,1); 
  //計算畫素點距中點的距離 
  float dis = sqrt(dv.x * dv.x + dv.y * dv.y); 
  //用sin函式計算出波形的偏移值factor 
  //dis在這裡都是小於1的,所以我們需要乘以一個比較大的數,比如60,這樣就有多個波峰波谷 
  //sin函式是(-1,1)的值域,我們希望偏移值很小,所以這裡我們縮小100倍,據說乘法比較快,so... 
  float sinFactor = sin(dis * _distanceFactor + _Time.y * _timeFactor) * _totalFactor * 0.01; 
  //距離當前波紋運動點的距離,如果小於waveWidth才予以保留,否則已經出了波紋範圍,factor通過clamp設定為0 
  float discardFactor = clamp(_waveWidth - abs(_curWaveDis - dis),1) / _waveWidth; 
  //歸一化 
  float2 dv1 = normalize(dv); 
  //計算每個畫素uv的偏移值 
  float2 offset = dv1 * sinFactor * discardFactor; 
  //畫素取樣時偏移offset 
  float2 uv = offset + i.uv; 
  return tex2D(_MainTex,uv); 
 } 
 ENDCG 
 SubShader 
 { 
  Pass 
  { 
   ZTest Always 
   Cull Off 
   ZWrite Off 
   Fog { Mode off } 
 
   CGPROGRAM 
   #pragma vertex vert_img 
   #pragma fragment frag 
   #pragma fragmentoption ARB_precision_hint_fastest 
   ENDCG 
  } 
 } 
 Fallback off 
}

C#程式碼:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class WaterWaveEffect : PostEffectsBase {
 //距離係數 
 public float distanceFactor = 60.0f;
 //時間係數 
 public float timeFactor = -30.0f;
 //sin函式結果係數 
 public float totalFactor = 1.0f;

 //波紋寬度 
 public float waveWidth = 0.3f;
 //波紋擴散的速度 
 public float waveSpeed = 0.3f;

 private float waveStartTime;
 private Vector4 startPos = new Vector4(0.5f,0.5f,0);
 public Material _Material;

 void OnRenderImage(RenderTexture source,RenderTexture destination)
 {
  //計算波紋移動的距離,根據enable到目前的時間*速度求解 
  float curWaveDistance = (Time.time - waveStartTime) * waveSpeed;
  //設定一系列引數 
  _Material.SetFloat("_distanceFactor",distanceFactor);
  _Material.SetFloat("_timeFactor",timeFactor);
  _Material.SetFloat("_totalFactor",totalFactor);
  _Material.SetFloat("_waveWidth",waveWidth);
  _Material.SetFloat("_curWaveDis",curWaveDistance);
  _Material.SetVector("_startPos",startPos);
  Graphics.Blit(source,destination,_Material);
 }

 void Update()
 {
  if (Input.GetMouseButton(0))
  {
   Vector2 mousePos = Input.mousePosition;
   //將mousePos轉化為(0,1)區間 
   startPos = new Vector4(mousePos.x / Screen.width,mousePos.y / Screen.height,0);
   waveStartTime = Time.time;
  }

 }
}

新建一個材質球,選擇此shader,並賦值給這個指令碼,點選螢幕即可看到效果

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。