unity shader实现移动端模拟深度水效果-kb88凯时官网登录

时间:2020-05-04
阅读:
免费资源网,https://freexyz.cn/

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

unity shader实现移动端模拟深度水效果

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"
}

unity shader实现移动端模拟深度水效果

免费资源网,https://freexyz.cn/
返回顶部
顶部
网站地图