水体渲染往往性能消耗较大,在性能较差的机器上就很难做复杂的水体渲染。所以需要在性能消耗与视觉效果之间找一个好的平衡点。
所以在写完之前的水体渲染后,又尝试写了这个仅通过采样法线贴图后固定颜色的反射光,加上对texture的偏移模拟的折射光,低性能消耗渲染水。
实际只能模拟一片浅水洼,不过加上之前琢磨的环形涟漪,整体效果还行吧,在一些视觉效果要求不高但性能消耗要低的情况还是比较适用的。
反射reflection
区别于之前的水体渲染使用的,用反射光线采样cubemap得到反射颜色。
这里直接使用法线贴图采样的法线,再配合恰当的颜色来模拟波光粼粼的感觉。
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float2 speed = half2(_BumpSpeed, _BumpSpeed) * _Time.y;
fixed3 bump = UnpackNormal(tex2D(_Bump, i.uv.zw + speed)).rgb;
bump.xy *= _BumpScale;
bump.z = sqrt(1 - saturate(dot(bump.xy, bump.xy)));
bump = normalize(half3(dot(bump, i.Ttw0.xyz), dot(bump, i.Ttw1.xyz), dot(bump, i.Ttw2.xyz)));
half3 reflColor = dot(worldViewDir, bump) * _ReflectionColor;
折射refraction
区别于之前的水体渲染使用的GrabPass,这里直接对贴图进行折射偏移,所以水看起来很浅,加大折射力度可以改良些许。
float2 mainTex_uv_offset = bump.xy * _MainTex_TexelSize.xy * _RefractionScale;
fixed3 refrColor = tex2D(_MainTex, i.uv.xy + mainTex_uv_offset).rgb * _MainColor;
水面的环形涟漪wave
主要思路是给panel挂上碰撞检测的c#脚本,一旦碰撞,就给shader传递碰撞点,并以碰撞点为圆心模拟环形涟漪。
具体的环形涟漪模拟shader部分下篇再写吧。
Shader
Shader "MyShaderTest/7_SimpleWater"
{
Properties
{
_MainTex("Main Tex",2D) = "white"{}
_MainColor("Main Color",Color) = (1,1,1,1)
_Bump("Bump",2D) = "bump" {}
_BumpScale("Bump Scale",float) = 1
_BumpSpeed("Bump Speed",Range(0,2)) = 1
_ReflectionColor("Reflection Color",Color) = (1,1,1,1)
_RefractionScale("Refraction Scale",float) = 1
_Frequency("Frequency",float) = 0
_Amplitude("Amplitude",float) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 Ttw0 : TEXCOORD2;
float4 Ttw1 : TEXCOORD3;
float4 Ttw2 : TEXCOORD4;
};
sampler2D _MainTex;
half4 _MainTex_ST;
half4 _MainTex_TexelSize;
half4 _MainColor;
sampler2D _Bump;
half4 _Bump_ST;
half _BumpScale;
half _BumpSpeed;
fixed4 _ReflectionColor;
half _RefractionScale;
float _Frequency;
float _Amplitude;
float4 _wavePos;
float _StartWaveWidth;
float _EndWaveWidth;
v2f vert(a2v v)
{
v2f o;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
float3 worldBitangent = cross(worldNormal, worldTangent) * v.tangent.w;
o.pos = mul(UNITY_MATRIX_VP, float4(worldPos, 1));
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _Bump);
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0.0)
{
o.uv.y = 1.0 - o.uv.y;
o.uv.w = 1.0 - o.uv.w;
}
#endif
o.Ttw0 = float4(worldTangent.x, worldBitangent.x, worldNormal.x, worldPos.x);
o.Ttw1 = float4(worldTangent.y, worldBitangent.y, worldNormal.y, worldPos.y);
o.Ttw2 = float4(worldTangent.z, worldBitangent.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 worldPos = float3(i.Ttw0.w,i.Ttw1.w,i.Ttw2.w);
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float2 speed = half2(_BumpSpeed, _BumpSpeed) * _Time.y;
float2 dv = i.uv.xy - float2(_wavePos.x, _wavePos.y);
dv = dv * float2(_wavePos.z / _wavePos.w, 1);//消除scale缩放影响
float distance = sqrt(dv.x * dv.x + dv.y * dv.y);
float sinFactor = sin(_Frequency * distance);
float amplitude = _Amplitude * smoothstep(0, _StartWaveWidth, _StartWaveWidth - distance.x) * smoothstep(0, _EndWaveWidth, distance.x - _EndWaveWidth);
float2 direction = normalize(dv);
float2 wave_offset = normalize(dv) * sinFactor * amplitude;
fixed3 bump = UnpackNormal(tex2D(_Bump, i.uv.zw + speed + wave_offset)).rgb;
bump.xy *= _BumpScale;
bump.z = sqrt(1 - saturate(dot(bump.xy, bump.xy)));
bump = normalize(half3(dot(bump, i.Ttw0.xyz), dot(bump, i.Ttw1.xyz), dot(bump, i.Ttw2.xyz)));
float2 mainTex_uv_offset = bump.xy * _MainTex_TexelSize.xy * _RefractionScale;
fixed3 refrColor = tex2D(_MainTex, i.uv.xy + mainTex_uv_offset).rgb * _MainColor;
half3 reflColor = dot(worldViewDir, bump) * _ReflectionColor;
return fixed4(reflColor + refrColor, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}