简略的URP水shader

放低端机型的一个卡通水效果

 

 

  1 Shader "Unlit/S_FoamWater"
  2 {
  3     Properties
  4     {
  5         _ShallowColor("浅水颜色", Color) = (0,0.59,0.93,1)
  6         _DeepColor("深水颜色", Color) = (0,0.43,0.68,1)
  7         _DeepCheck("深水判定高度差", float) = 5.0
  8 
  9         _HorizonColor("水平观察颜色", Color) = (0,0.9,1,1)
 10         _HorizonCheck("水平观察判定", float) = 5.0
 11 
 12         [NoScaleOffset]_WaveTex("波浪贴图", 2D) = "white" {}
 13         _Wave1Color("波浪颜色1", Color) = (0.78,0.93,1,0.54)
 14         _Wave2Color("波浪颜色2", Color) = (1,1,1,0.12)
 15         _Wave1Offset("波浪1偏移", Vector) = (4.4,4.4,0,0)
 16         _Wave2Offset("波浪2偏移", Vector) = (2.1,2.1,0.94,-0.2)
 17         _WaveSpeed("波浪速度", Vector) = (0.5,-0.4,0.1,-0.2)
 18 
 19         _EdgeCheck("边缘泡沫深度检测", float) = 0.72
 20         [NoScaleOffset]_EdgeFoamTex("边缘泡沫贴图", 2D) = "white" {}
 21         _FoamOffset("泡沫偏移", Vector) = (1,1,0,0)
 22         _FoamColor("泡沫颜色", Color) = (1,1,1,1)
 23         _FoamSpeed("泡沫流动速度", Vector) = (0,0,0,0)
 24         _FoamCutOff("泡沫截断判定", float) = 0.5
 25         _FoamBlend("泡沫透明度混合", Range(0,1)) = 0
 26 
 27     }
 28     SubShader
 29     {
 30         Tags { "RenderType"="Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline"}
 31         LOD 100
 32 
 33         Pass
 34         {
 35             HLSLPROGRAM
 36             #pragma vertex vert
 37             #pragma fragment frag
 38             // make fog work
 39             #pragma multi_compile_fog
 40 
 41             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 42             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
 43 
 44             struct appdata
 45             {
 46                 float4 vertex : POSITION;
 47                 float2 uv : TEXCOORD0;
 48                 float3 normal : NORMAL;
 49             };
 50 
 51             struct v2f
 52             {
 53                 float2 uv : TEXCOORD0;
 54                 float4 vertex : SV_POSITION;
 55                 float4 screenPos : TEXCOORD1;
 56                 float3 normalDir : TEXCOORD2;
 57                 float4 worldPos : TEXCOORD3;
 58             };
 59             
 60             float4 _ShallowColor;
 61             float4 _DeepColor;
 62             float _DeepCheck;
 63             float4 _HorizonColor;
 64             float _HorizonCheck;
 65 
 66             sampler2D _WaveTex;
 67             float4 _WaveTex_ST;
 68             float4 _Wave1Color;
 69             float4 _Wave2Color;
 70             float4 _Wave1Offset;
 71             float4 _Wave2Offset;
 72             float4 _WaveSpeed;
 73 
 74             sampler2D _EdgeFoamTex;
 75             float4 _EdgeFoamTex_ST;
 76             float4 _FoamOffset;
 77             float4 _FoamColor;
 78             float4 _FoamSpeed;
 79             float _EdgeCheck;
 80             float _FoamCutOff;
 81             float _FoamBlend;
 82 
 83 
 84             v2f vert (appdata v)
 85             {
 86                 v2f o;
 87                 o.vertex = TransformObjectToHClip(v.vertex);
 88                 o.uv = TRANSFORM_TEX(v.uv, _WaveTex);
 89                 o.screenPos = ComputeScreenPos(o.vertex);   //屏幕空间的齐次坐标
 90                 o.normalDir = GetVertexNormalInputs(v.normal).normalWS;
 91                 o.worldPos = mul(unity_ObjectToWorld,v.vertex);
 92                 return o;
 93             }
 94 
 95             float4 frag (v2f i) : SV_Target
 96             {
 97                 // sample the texture
 98                 //float4 col = tex2D(_MainTex, i.uv);
 99 
100                 //DEEP COLOR
101                 float2 screenPos= i.screenPos.xy / i.screenPos.w;
102                 float depthValue = LinearEyeDepth(SampleSceneDepth(screenPos), _ZBufferParams); 
103                 float depthDifference = depthValue - i.screenPos.w;
104                 float deltaDeep = saturate(depthDifference / _DeepCheck);
105                 float4 DeepColor = lerp(_ShallowColor, _DeepColor, deltaDeep);
106 
107                 //HORIZON COLOR
108                 float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
109                 float deltaHorizon = pow((1.0 - saturate(dot(normalize(i.normalDir), normalize(viewDir)))), _HorizonCheck);
110                 float4 HorizonColor = lerp(DeepColor, _HorizonColor, deltaHorizon);
111 
112                 //WAVE TEX
113                 float2 Wave1UV = i.uv * _Wave1Offset.xy + _Wave1Offset.zw + _Time.w * _WaveSpeed.xy / 100;
114                 float4 Wave1Col = tex2D(_WaveTex, Wave1UV) * _Wave1Color;
115                 Wave1Col.a = _Wave1Color.a;
116                 float2 Wave2UV = i.uv * _Wave2Offset.xy + _Wave2Offset.zw + _Time.w * _WaveSpeed.zw / 100;
117                 float4 Wave2Col = tex2D(_WaveTex, Wave2UV) * _Wave2Color;
118                 Wave2Col.a = _Wave2Color.a;
119                 float4 WaveCol = Wave1Col*Wave1Col.a + Wave2Col*Wave2Col.a;
120                 WaveCol = WaveCol + HorizonColor;
121 
122                 //FOAM
123                 float deltaEdge = saturate(depthDifference / _EdgeCheck);
124                 float2 FoamUV = i.uv * _FoamOffset.xy + _FoamOffset.zw + _Time.w * _FoamSpeed.xy / 100;
125                 float4 FoamColor = tex2D(_EdgeFoamTex, FoamUV) * _FoamColor * (1-deltaEdge);
126                 float cutColorValue = step(_FoamCutOff, FoamColor.r);
127                 FoamColor = float4(cutColorValue,cutColorValue,cutColorValue,(1 - (1-deltaEdge) * _FoamBlend));
128                 FoamColor = FoamColor*FoamColor.a + WaveCol;
129 
130 
131                 return FoamColor;
132             }
133             ENDHLSL
134         }
135     }
136 }

 

呃呃 后面增加了一个波浪的扰动

  1 Shader "Unlit/S_FoamWater"
  2 {
  3     Properties
  4     {
  5         _ShallowColor("浅水颜色", Color) = (0,0.59,0.93,1)
  6         _DeepColor("深水颜色", Color) = (0,0.43,0.68,1)
  7         _DeepCheck("深水判定高度差", float) = 5.0
  8 
  9         _HorizonColor("水平观察颜色", Color) = (0,0.9,1,1)
 10         _HorizonCheck("水平观察判定", float) = 5.0
 11 
 12         [NoScaleOffset]_NoiseTex("扰动贴图", 2D) = "white" {}
 13         _NoiseOffSet1("扰动流动速度1", Vector) = (1,1,0,0)
 14         _NoiseOffSet2("扰动流动速度2", Vector) = (1,1,0,0)
 15         _NoisePower("扰动流动强度", Vector) = (1,1,1,1)
 16 
 17 
 18         [NoScaleOffset]_WaveTex("波浪贴图", 2D) = "white" {}
 19         _Wave1Color("波浪颜色1", Color) = (0.78,0.93,1,0.54)
 20         _Wave2Color("波浪颜色2", Color) = (1,1,1,0.12)
 21         _Wave1Offset("波浪1偏移", Vector) = (4.4,4.4,0,0)
 22         _Wave2Offset("波浪2偏移", Vector) = (2.1,2.1,0.94,-0.2)
 23         _WaveSpeed("波浪速度", Vector) = (0.5,-0.4,0.1,-0.2)
 24 
 25         _EdgeCheck("边缘泡沫深度检测", float) = 0.72
 26         [NoScaleOffset]_EdgeFoamTex("边缘泡沫贴图", 2D) = "white" {}
 27         _FoamOffset("泡沫偏移", Vector) = (1,1,0,0)
 28         _FoamColor("泡沫颜色", Color) = (1,1,1,1)
 29         _FoamSpeed("泡沫流动速度", Vector) = (0,0,0,0)
 30         _FoamCutOff("泡沫截断判定", float) = 0.5
 31         _FoamBlend("泡沫透明度混合", Range(0, 1.5)) = 0
 32 
 33     }
 34     SubShader
 35     {
 36         Tags { "RenderType"="Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline"}
 37         LOD 100
 38 
 39         Pass
 40         {
 41             HLSLPROGRAM
 42             #pragma vertex vert
 43             #pragma fragment frag
 44             // make fog work
 45             #pragma multi_compile_fog
 46 
 47             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 48             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
 49 
 50             struct appdata
 51             {
 52                 float4 vertex : POSITION;
 53                 float2 uv : TEXCOORD0;
 54                 float3 normal : NORMAL;
 55             };
 56 
 57             struct v2f
 58             {
 59                 float2 uv : TEXCOORD0;
 60                 float4 vertex : SV_POSITION;
 61                 float4 screenPos : TEXCOORD1;
 62                 float3 normalDir : TEXCOORD2;
 63                 float4 worldPos : TEXCOORD3;
 64             };
 65             
 66             float4 _ShallowColor;
 67             float4 _DeepColor;
 68             float _DeepCheck;
 69             float4 _HorizonColor;
 70             float _HorizonCheck;
 71 
 72             sampler2D _NoiseTex;
 73             float4 _NoiseTex_ST;
 74             float4 _NoiseOffSet1;
 75             float4 _NoiseOffSet2;
 76             float4 _NoisePower;
 77 
 78             sampler2D _WaveTex;
 79             float4 _WaveTex_ST;
 80             float4 _Wave1Color;
 81             float4 _Wave2Color;
 82             float4 _Wave1Offset;
 83             float4 _Wave2Offset;
 84             float4 _WaveSpeed;
 85 
 86             sampler2D _EdgeFoamTex;
 87             float4 _EdgeFoamTex_ST;
 88             float4 _FoamOffset;
 89             float4 _FoamColor;
 90             float4 _FoamSpeed;
 91             float _EdgeCheck;
 92             float _FoamCutOff;
 93             float _FoamBlend;
 94 
 95 
 96             v2f vert (appdata v)
 97             {
 98                 v2f o;
 99                 o.vertex = TransformObjectToHClip(v.vertex);
100                 o.uv = TRANSFORM_TEX(v.uv, _WaveTex);
101                 o.screenPos = ComputeScreenPos(o.vertex);   //屏幕空间的齐次坐标
102                 o.normalDir = GetVertexNormalInputs(v.normal).normalWS;
103                 o.worldPos = mul(unity_ObjectToWorld,v.vertex);
104                 return o;
105             }
106 
107             float4 frag (v2f i) : SV_Target
108             {
109                 // sample the texture
110                 //float4 col = tex2D(_MainTex, i.uv);
111 
112                 //DEEP COLOR
113                 float2 screenPos= i.screenPos.xy / i.screenPos.w;
114                 float depthValue = LinearEyeDepth(SampleSceneDepth(screenPos), _ZBufferParams); 
115                 float depthDifference = depthValue - i.screenPos.w;
116                 float deltaDeep = saturate(depthDifference / _DeepCheck);
117                 float4 DeepColor = lerp(_ShallowColor, _DeepColor, deltaDeep);
118 
119                 //HORIZON COLOR
120                 float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
121                 float deltaHorizon = pow((1.0 - saturate(dot(normalize(i.normalDir), normalize(viewDir)))), _HorizonCheck);
122                 float4 HorizonColor = lerp(DeepColor, _HorizonColor, deltaHorizon);
123 
124                 //NOISE uv
125                 float NoiseTex1 = tex2D(_NoiseTex, i.uv * _NoiseOffSet1.xy + _Time.w * _NoiseOffSet1.zw / 100).rg;
126                 float NoiseTex2 = tex2D(_NoiseTex, i.uv + _NoiseOffSet2.xy + _Time.w * _NoiseOffSet2.zw / 100).rg;
127                 float2 Wave1Offset_XY = _Wave1Offset.xy + float2(NoiseTex1 * _NoisePower.x, NoiseTex2 * _NoisePower.y);
128                 float2 Wave2Offset_XY = _Wave2Offset.xy + float2(NoiseTex1 * _NoisePower.z, NoiseTex2 * _NoisePower.w);
129 
130                 //WAVE TEX
131                 float2 Wave1UV = i.uv * Wave1Offset_XY + _Wave1Offset.zw + _Time.w * _WaveSpeed.xy / 100;
132                 float4 Wave1Col = tex2D(_WaveTex, Wave1UV) * _Wave1Color;
133                 Wave1Col.a = _Wave1Color.a;
134                 float2 Wave2UV = i.uv * Wave2Offset_XY.xy + _Wave2Offset.zw + _Time.w * _WaveSpeed.zw / 100;
135                 float4 Wave2Col = tex2D(_WaveTex, Wave2UV) * _Wave2Color;
136                 Wave2Col.a = _Wave2Color.a;
137                 float4 WaveCol = Wave1Col*Wave1Col.a + Wave2Col*Wave2Col.a;
138                 WaveCol = WaveCol + HorizonColor;
139 
140                 //FOAM
141                 float deltaEdge = saturate(depthDifference / _EdgeCheck);
142                 float2 FoamUV = i.uv * _FoamOffset.xy + _FoamOffset.zw + _Time.w * _FoamSpeed.xy / 100;
143                 float4 FoamColor = tex2D(_EdgeFoamTex, FoamUV) * _FoamColor * (1-deltaEdge);
144                 float cutColorValue = step(_FoamCutOff, FoamColor.r);
145                 FoamColor = float4(cutColorValue,cutColorValue,cutColorValue,(1 - deltaEdge * _FoamBlend));
146                 FoamColor = FoamColor*FoamColor.a + WaveCol;
147 
148 
149                 return FoamColor;
150             }
151             ENDHLSL
152         }
153     }
154 }

 

posted @ 2022-11-03 12:42  anesu  阅读(122)  评论(0编辑  收藏  举报