这次要只用顶点着色器和片元着色器实现水面效果,思路很简单,就是先把顶点坐标从模型空间转变到齐次裁剪空间,再左乘unity_ObjectToWorld矩阵转变到世界坐标,将世界坐标的y按照正弦规律变化即可得到水面的波涛汹涌的效果,然后我们设置两个颜色,波峰我们设置为深色,波谷我们设置为浅色,只需要根据我们得到的y坐标偏移值lerp插值一下即可得到一个简单的水面效果,没有用到任何贴图
- Shader "Custom/MyWater3" {
- Properties {
- _MainTex ("Texture", 2D) = "white" {}
- _Speed ("Speed", Range(0, 10)) = 1
- _Height ("Height", Range(0, 100)) = 0.1
- _W("W",Range(0,1)) = 0.5
- _LowColor("LowColor",Color) = (1,1,1,1)
- _HighColor("HighColor",Color) = (0,0,1,1)
- }
-
- SubShader {
- Tags {"Queue"="Transparent" "RenderType"="Opaque"}
- LOD 100
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- struct appdata {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 worldPos : TEXCOORD1;
- float offset:TEXCOORD2;
- };
-
- sampler2D _MainTex;
- float _Speed;
- float _Height;
- float _W;
- fixed4 _LowColor;
- fixed4 _HighColor;
-
- v2f vert (appdata v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
-
-
- o.offset = _Height * sin(_Speed * _Time.y + _W * (abs(o.worldPos.x) + abs(o.worldPos.z)));
- o.vertex.y += o.offset;
-
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target {
- fixed4 waterColor = lerp(_LowColor,_HighColor,1 - i.offset/_Height);
- return waterColor;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
实现的效果图如下:
参数调节如下:
