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Unity shader實現移動端模擬深度水效果

本文例項為大家分享了Unity shader實現移動端模擬深度水的具體程式碼,供大家參考,具體內容如下

描述:

在網上看到很多效果很好的水,比如根據水的深度,顏色有深淺變化,能讓水變得更真實,但是又會涉及到比較複雜的計算,在移動端上面還是有些吃力的。

最近研究了一下,想在移動端上面模擬這樣的效果 :

1 水的深淺透明度變化

2 水的深淺顏色變化

3 水上的陰影模擬(大面積的水通過烘焙比較浪費烘焙圖)

根據上面的3點,可以通過一張黑白圖的rg通道來實現深淺以及陰影的模擬 效果如下

Unity shader實現移動端模擬深度水效果

如圖,淺色的偏綠,深色的偏藍 ,顏色可以手動調節,左邊為陰影位置

程式碼如下:

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)
 _outSideLight("outSideLight",Range(0,10))=1
 _inSideColor("inSideColor",0)
 _inSideLight("intSideLight",10))=1
 _Alpha("Alpha",1)) = 1
 //模擬燈光顏色
 _LightColorSelf ("LightColorSelf",Color) = (1,1,1)
 //模擬燈光方向
 _LightDir ("LightDir",vector) = (0,0)
 //高光強度
 _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);
  //視向量(世界空間)
  o.worldView = -normalize(worldPos - _WorldSpaceCameraPos);
  o.position = UnityObjectToClipPos(v.vertex);
  //uv動畫
  o.tilingAndOffset.z =frac( _Time.x * _WaveSpeed);//frac :返回標量或向量的小數
  o.tilingAndOffset.xy = worldPos.xz*_Tiling;
  o.alphaUV = v.texcoord;
  //求世界法線三件套 
  float3 normal =normalize( UnityObjectToWorldNormal(v.normal)); 
       float3 tangentDir = normalize( mul( unity_ObjectToWorld,float4( v.tangent.xyz,0.0 ) ).xyz );//切線空間轉化為世界空間 
       float3 bitangentDir = normalize(cross(normal,tangentDir) * v.tangent.w);//切線 法線 計算副切線 
 
  o.tangentTransform = float3x3( tangentDir,bitangentDir,normal); 
  return o;
  }
 
  float4 Frag(v2f i):COLOR
  {
 
   
 
   //法線取樣
   fixed3 BumpMap01 = UnpackNormal(tex2D(_WaterTex,i.tilingAndOffset.xy + i.tilingAndOffset.z ));
   fixed3 BumpMap02 = UnpackNormal(tex2D(_WaterTex,i.tilingAndOffset.xy*1.1 - i.tilingAndOffset.z));
   //兩張法線相混合
   //fixed3 N1 =saturate( normalize(mul( BumpMap01.rgb,i.tangentTransform )));
   //fixed3 N2 =saturate( normalize(mul( BumpMap02.rgb,i.tangentTransform )));
   //fixed3 worldNormal = N1 - float3(N2.x,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為模擬燈光
  
 
   //高光 
   float dotSpecular = dot(worldNormal,normalize( i.worldView+_LightDir.xyz));
   fixed3 specularReflection = pow(saturate(dotSpecular),_SpecularRatio)*_specularLight;
 
 
   //通道貼圖取樣
   fixed4 alphaTex = tex2D (_AlphaTex,i.alphaUV);
   //模擬燈光的顏色 * 漫反射係數= 基礎水的顏色
   fixed4 col =_LightColorSelf*2 * saturate (LdotN) ;
   //用alpha貼圖的r通道來模擬水的深淺的顏色,白色為深色,黑色為淺色 ,同時乘以想要的顏色
   col.rgb = col.rgb * alphaTex.r *_inSideColor * _inSideLight + col.rgb * (1-alphaTex.r) * _outSideColor *_outSideLight + specularReflection;
 
   //控制透明度,根據alpha的r通道 來控制深淺的透明度,深色的透明度小 淺色的透明度大
   col.a = _Alpha * alphaTex.r;
 
   //手動繪製陰影 用alpha貼圖的g通道 跟col相乘 來模擬陰影 
   alphaTex.g = saturate(alphaTex.g + _shadowLight);
   col.rgb *= alphaTex.g;
   return col;
  }
    ENDCG 
   } 
 }
 
 FallBack "Diffuse"
}

Unity shader實現移動端模擬深度水效果

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。