效果如图(移动端截图):
水波效果也可以使用噪声纹理来实现,通过作为高度图并不段改变法线方向。我们会使用时间变量来对噪声纹理进行采样,再进行反射+折射计算。
我们使用一张立方体为环境纹理,并在列线空间下对像素坐标进行偏移,再使用该坐标进行屏幕采样,从而模拟折射效果。
水波是由一张噪声纹理生成的,随着时间不断变化,再用菲涅耳系数进行混合。
菲涅耳系数:
fresnel=pow(1-max(0,v.n),4)
v是视角方向,n是法线方向,夹角越小说明面越面向镜头,也就越亮。
先成立方体纹理,具体操作如下:
传送门:https://blog.youkuaiyun.com/ww1351646544/article/details/88389655
再准备一张水波图片与水波纹理的法线贴图。
解释在代码中:
Shader "Unity Shaders Book/Chapter 15/Water Wave" {
Properties {
//水面颜色
_Color ("Main Color", Color) = (0, 0.15, 0.115, 1)
//水面波纹
_MainTex ("Base (RGB)", 2D) = "white" {}
//水波法线
_WaveMap ("Wave Map", 2D) = "bump" {}
//立方体纹理
_Cubemap ("Environment Cubemap", Cube) = "_Skybox" {}
//水波X偏移速度
_WaveXSpeed ("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01
//水波Y偏移速度
_WaveYSpeed ("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01
//方向
_Distortion ("Distortion", Range(0, 100)) = 10
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
//抓取屏幕纹理并存在_RefractionTex中
GrabPass { "_RefractionTex" }
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _WaveMap;
float4 _WaveMap_ST;
samplerCUBE _Cubemap;
fixed _WaveXSpeed;
fixed _WaveYSpeed;
float _Distortion;
sampler2D _RefractionTex;
float4 _RefractionTex_TexelSize;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
float4 uv : TEXCOORD1;
float4 TtoW0 : TEXCOORD2;
float4 TtoW1 : TEXCOORD3;
float4 TtoW2 : TEXCOORD4;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeGrabScreenPos(o.pos);
//按坐标为纹理采样位置和缩放
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
//列排三个向量的元素形成世界空间的转换矩阵
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target {
//世界坐标位置
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
//顶点位置转视角空间
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//速度:xy分量与时间相乘以达到随时间移动的效果
float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed);
//取切线空间中的法线(图片RenderType要改为Normal)
//取法线纹理并与速度偏移相加
fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb;
fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb;
fixed3 bump = normalize(bump1 + bump2);
//偏移乘以偏移的方向得到最后的偏移量
float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
//修改屏幕采样坐标
i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
//用偏移的坐标对屏幕进行采样
fixed3 refrCol = tex2D( _RefractionTex, i.scrPos.xy/i.scrPos.w).rgb;
//偏移量转到世界空间
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
//主图加速度制作偏移效果
fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed);
//光线反射
fixed3 reflDir = reflect(-viewDir, bump);
//反射颜射
fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb;
//菲涅尔系数
fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4);
fixed3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel);
return fixed4(finalColor, 1);
}
ENDCG
}
}
// Do not cast shadow
FallBack Off
}