Shader学习笔记 02 - 水(无光照)

反射、折射贴图

  1. 使用GrabPass
GrabPass { "_GrabTexture" }
vert {
    float4 screenpos = ComputeGrabScreenPos(o.vertex);
}
frag {
    tex2Dproj(_GrabTexture, screenpos);
}
  1. 使用相机的Render Texture

render texture的高宽比一般与相机viewport的高宽比相同。

扭曲 Distortion

扭曲的方法多种多样,一般原理都是使用时间错位(time offset)获取两次扭曲结果,然后将两者组合起来消除视觉上的不连续性。

1. 使用噪声
方法1

混合UV不同方向运动,两个uv扭曲的方向差不多相差90度,简单有效适合水下的扭曲。

image

示例源码:

Shader "Unlit/River02Sh"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Tint ("Texture", Color) = (0.3,1,0.8,1)
        _Speed("Speed", float) = 1
        _NoiseSize("Noise Size", float) = 1
    }
    SubShader
    {
        Tags {"Queue"="Transparent" "RenderType"="Transparent"}
        GrabPass { "_GrabTexture"  }
    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        #include "UnityCG.cginc"
        #include "Noise.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float4 uvgrab : TEXCOORD1;
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex;
        sampler2D _GrabTexture;
        float4 _MainTex_ST;
        fixed4 _Tint; 

        float _Speed,_NoiseSize;

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            o.uvgrab = ComputeGrabScreenPos(o.vertex);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            float time = _Time.y*_Speed;
            float offset = 0.4;

            float2 motion1 = float2(time*0.3, time*-0.4);
            float2 motion2 = float2(time*0.1, time*0.5);

            float2 uv1 = i.uv;
            float2 uv2 = i.uv + offset;
            float2 dis1 = float2(noise(uv1 + motion1), noise(uv2 + motion1));
            float2 dis2 = float2(noise(uv1 + motion2), noise(uv2 + motion2));
            float2 dis = (dis1 + dis2 - 1)*_NoiseSize;

            // sample the texture
            float4 grabPosUV = UNITY_PROJ_COORD(i.uvgrab);
            grabPosUV.xy += dis;
            fixed4 col = tex2Dproj(_GrabTexture, grabPosUV)*_Tint;

            return col;
        }
        ENDCG
    }
}

}

方法2

来源 官方案例 Lost Crypt

噪声参考 , 官方使用的噪声

修改噪声tiling,将噪声拉伸,然后生成两个对立方向移动的噪声,再相乘合并。

官方demo上shader graph预览:
image

效果:
image

示例源码:

Shader "Unlit/DistortionSH"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _DistortionST ("Distortion Tiling & Offset", vector) = (0.18,1,0,0)
        _DistortionSize ("Distortion Size", float) = 10
        _DistortionStrength ("Distortion Strength", range(0,1)) = 1
        _Speed ("Speed", float) = 1
    }
    SubShader
    {
        Tags {"Queue"="Transparent" "RenderType"="Transparent"}
    GrabPass { "_GrabTexture"  }

    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma fragmentoption ARB_precision_hint_fastest

        #include "UnityCG.cginc"
        #include "Noise.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float4 uvgrab : TEXCOORD1;
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex;
        float4 _MainTex_ST;

        sampler2D _GrabTexture;

        float4 _DistortionST;
        float _DistortionStrength;
        float _DistortionSize;

        float _Speed;
    
        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            float4 screenpos = ComputeGrabScreenPos(o.vertex);
            //o.uvgrab = screenpos.xy / screenpos.w;
            o.uvgrab = screenpos;
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            float disSpeed = _Time.y*_Speed;
            float2 disUV1 = i.uv*_DistortionST.xy + _DistortionST.zw + float2(0, disSpeed);
            float2 disUV2 = i.uv*_DistortionST.xy + _DistortionST.zw + float2(0, 1 - disSpeed);
            float dis1 = noise(disUV1*_DistortionSize);
            float dis2 = noise(disUV2*_DistortionSize);
            float disStr = lerp(0,0.1,_DistortionStrength);
            float dis = dis1*dis2*disStr;
            return tex2Dproj(_GrabTexture, i.uvgrab + float4(dis, 0, 0 ,0));
        }
        ENDCG
    }
}

}

2. 使用纹理贴图

来源 catlikecoding - texture distortion,去除了光照相关部分。

利用frac(time)让扭曲循环,使用时间错位frac(time + offset)获取另一个扭曲,两者相加去除视觉上的不连续性;两个扭曲明暗变化错位(呈锯齿状);uv跳跃等。

使用流动贴图 Flow Map 可以更加精细化的控制各个地方的扭曲方向,明暗,甚至是扭曲变化速度。

去光照简化版预览:
image

示例源码:

Shader "Unlit/DistortionSH"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Tint ("Texture", Color) = (0.3,1,0.8,1)
        _DistortionTexture ("Flow (RG, A noise)", 2D) = "bump" {}
        _DistortionSize ("Flow Strength", float) = 1
        _Speed ("Speed", float) = 1
        _WeihtNoise("Weight Noise", float) = 1
        _UJump ("U jump per phase", Range(-0.25, 0.25)) = 0.25
        _VJump ("V jump per phase", Range(-0.25, 0.25)) = 0.25
    }
    SubShader
    {
        Tags {"Queue"="Transparent" "RenderType"="Transparent"}
    GrabPass { "_GrabTexture"  }

    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma fragmentoption ARB_precision_hint_fastest

        #include "UnityCG.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float4 uvgrab : TEXCOORD1;
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex;
        sampler2D _GrabTexture;
        float4 _MainTex_ST;
        fixed4 _Tint; 

        sampler2D _DistortionTexture;
        float4 _DistortionTexture_ST;

        float _DistortionSize,_Speed,_WeihtNoise;
    
        float _UJump, _VJump;

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            float4 screenpos = ComputeGrabScreenPos(o.vertex);
            //o.uvgrab = screenpos.xy / screenpos.w;
            o.uvgrab = screenpos;
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            return o;
        }

        float3 FlowUVW(float2 uv, float2 flowVector,float2 jump, float time, float offset) {
            float3 uvw;
            float progress = frac(time + offset);
            uvw.xy = uv - flowVector * (progress + offset);
            uvw.xy += offset;
            // 使用grab texture的uv不能超出01范围内。wrap mode 不知道怎么改成repeat
            uvw.xy += (time - progress) % 2 * jump * 0.01;
            //uvw.xy += (time - progress) * jump; // 一般贴图扭曲
            uvw.z = 1 - abs(1 - 2 * progress);
            return uvw;
        }

        fixed4 frag (v2f i) : SV_Target
        {

            float4 grabPosUV = UNITY_PROJ_COORD(i.uvgrab);
            float4 dis = tex2D(_DistortionTexture, i.uv*_DistortionTexture_ST.xy + _DistortionTexture_ST.zw);
            float2 disUV = dis.rg * 2 - 1;
            disUV *= _DistortionSize;
            float time = _Time.y * _Speed  + dis.a*_WeihtNoise;
            float2 jump = float2(_UJump, _VJump);
            float3 uvw1 = FlowUVW(grabPosUV.xy, disUV, jump, time, 0);
            float3 uvw2 = FlowUVW(grabPosUV.xy, disUV, jump, time, 0.5);
            fixed4 col = tex2Dproj(_GrabTexture, float4(uvw1.xy,grabPosUV.z, grabPosUV.w))*uvw1.z;
            fixed4 col2 = tex2Dproj(_GrabTexture, float4(uvw2.xy,grabPosUV.z, grabPosUV.w))*uvw2.z;
            return (col + col2) * _Tint;
        }
        ENDCG
    }
}

}

深度

2d的深度使用uv坐标模拟,菲涅尔反射也可以通过这个方法模拟。

// 上
float topEdgeGradient = pow(i.uv.y, 13.1);
// 下
float bottomEdgeGradient = pow(-i.uv.y + 1, 13.1);
// 圆
float circleEdgeGradient = pow(distance(i.uv, float2(0.5,0.5)),13.1)

image

Caustic

生成 Voronoi, 使用pow加强明暗变化。

Voronoi 算法

image

生成的噪声可以用hdr的材质参数颜色着色下直接与扭曲后的贴图相加,效果并不算很好,caustic的效果与扭曲并不协调。

float causticShuffleSpeed = _Time.y*0.58;
float causticScale = float2(0.3,3);
float causticBrightness = 1.3;
float voronoiNoise = voronoi(i.uv*causticScale, causticShuffleSpeed);
voronoiNoise = clamp(0, 1, pow(voronoiNoise*causticBrightness, 4));
float4 causticColor = voronoiNoise * _CausticColorTint;
causticColor.a = voronoiNoise;

image

生成的噪声还应该作为uv扭曲的参数,协调扭曲与caustic视觉效果。

image

官方案例 Lost Crypt 中 ShaderGraph_Water_Unlit 改为一般shader的代码:

Shader "Unlit/CausticSh"
{
    Properties
    {
        [NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
        _WaterColor("Water Color", color) = (0.2877358,1,0.9352488,1)
        [HDR]_CausticColor("Caustic Color", color) = (0.2237989,0.2833061,0.272957,1)
        [NoScaleOffset]_RenderTex ("Render Texture", 2D) = "white" {}
        _RenderTextureBrightness("Render Texture Brightness", float) = 2
        _RippleScale("Ripple Scale", float) = 10.4
        _RefractionStrength("Refraction Strength", range(0,1)) = 1
        _CausticScale("Caustic Scale", Vector) = (1, 1, 0, 0)
        _CausticBrightness("Caustic Brightness", float) = 1
        _WaveStrength("Wave Strength", range(0,1)) = 1
        _EdgeStrength("Edge Strength", float) = 5
    }
    SubShader
    {
        Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
        ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        #include "UnityCG.cginc"
        #include "Noise.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float3 worldPos: TEXCOORD1;
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex;
        float4 _MainTex_ST;

        fixed4 _WaterColor,_CausticColor;
        float _RenderTextureBrightness;

        float _RippleScale;
        float _RefractionStrength;

        float4 _CausticScale;
        float _CausticBrightness, _WaveStrength;

        sampler2D _RenderTex;
        float4 _RenderTex_ST;

        float _EdgeStrength;

        float Remap(float x, float2 inMinMax, float2 outMinMax)
        {
            // (x - inMinMax.x)/(inMinMax.y - inMinMax.x) = (out - outMinMax.x)/(outMinMax.y - outMinMax.x)
            return (x - inMinMax.x)* (outMinMax.y - outMinMax.x)/(inMinMax.y - inMinMax.x)  + outMinMax.x;
        }

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {

            // UV Auto Scroll Speed
            float uvSpeed = _Time.y*0.05;

            // Auto-Scroll UV Downwards
            float2 tiling = float2(0.18,1);
            float2 offset = float2(0, uvSpeed);
            float2 uv = i.uv*tiling + offset;
            // Auto-Scroll UV Upwards
            float2 tiling2 = float2(0.18,1);
            float2 offset2 = float2(0, 1 - uvSpeed);
            float2 uv2 = i.uv*tiling2 + offset2;

            // Generate Auto-Scroll Noise and Blend Together
            float noise1 = noise(uv*_RippleScale);
            float noise2 = noise(uv2*_RippleScale);
            float noisesum = noise1 * noise2;

            // Calculate Top Edge Gradient
            float topEdgeGradient = pow(abs(i.uv.y), 13.1);

            // Blend Water Ripples with Refraction Strength
            float refractionStrength = Remap(_RefractionStrength, float2(0, 1), float2(0, 0.1));
            float waterRipples = lerp(refractionStrength*noisesum, 0, topEdgeGradient);

            // Caustic Shuffle Speed
            float causticShuffleSpeed = _Time.y*0.58;

            // Calculate Voronoi Noise for Caustics
            float voronoiNoise = voronoi(i.worldPos*_CausticScale, causticShuffleSpeed);

            // Adjustments to Caustic Visuals
            voronoiNoise = clamp(0, 1, pow(abs(voronoiNoise*_CausticBrightness), 4));

            // Adjust Water Ripples & Caustics into UV for Reflection Texture
            float2 adjUV = i.uv*float2(1,-1) + float2(waterRipples, voronoiNoise*_WaveStrength + 1);
            float4 renderTexColor = tex2D(_RenderTex, adjUV);
            renderTexColor = clamp(0,1,renderTexColor * _WaterColor * _RenderTextureBrightness);

            // Calculate Edge Gradient (Top and Bottom)
            float topEdge = clamp(0, 1, pow(i.uv.y, 13.16));
            float bottomEdge = clamp(0, 1, pow(-i.uv.y + 1, 13.16));
            float topBottomEdge = (topEdge + bottomEdge) * _EdgeStrength;

            float4 voronoiColor = (topBottomEdge + voronoiNoise)*_CausticColor;
            voronoiColor.a = voronoiNoise;
            return renderTexColor + voronoiColor;
        }
        ENDCG
    }
}

}

河流

波纹

2d河流最主要的便是波纹的流动,波纹的外表取决于噪声的选择。

  • Caustic:生成voronoi噪声的参数随时间递增。

image

  • Perlin noise:生成噪声的参数随时间递增,噪声值高于或低于某个阈值便为波纹。
// 形状
float2 foamTiling = float2(2, 19); 
// 阈值,控制数量、大小
float foamCutoff = 0.9; 
// 波纹颜色
float4 foamColor = float4(1,1,1,1);
float speed = _Time.y*0.4;
float f = noise(i.uv*foamTiling + float2(speed, 0));
// 边缘平滑
f = smoothstep(foamCutoff - 0.01, foamCutoff + 0.01, f);
foamColor.a *= f;
float3 color = (foamColor.rgb * foamColor.a) + (col.rgb * (1 - foamColor.a));
float alpha = foamColor.a + col.a * (1 - foamColor.a);
float4 finalColor = float4(color, alpha);

这时候的波纹除了移动没有任何变化,在生成波纹噪声的地方加上扭曲变量,波纹在移动的过程便有了变化。扭曲变量可以来自重新生成的噪声变量、复用前面用于扭曲贴图的噪声值、自定义贴图中获取。

image

这种方法生成波纹的噪声并不参与最终图像的扭曲(折射)。
另一种方法是生成两个噪声,一个代表波纹参数、另一个代表水扭曲参数,两者混合作为最终的扭曲参数和波纹生成参数。
噪声生成可以同一来源通过tiling区分,但最好通过两种不同的贴图获取,尤其是扭曲贴图值扭曲uv的值应该是不同的(即扰动方向),扭曲贴图类似于法线贴图除了只有rg通道,类似于这种(来自catlikecoding-texture distortion

image

// 方向
float dir = float4(1,0);
// 速度
float speed = _Time.y*0.3;
// 时间错位,让两个噪声生成错位,否则波纹没有变化
float2 timeOffset = float2(0.8, 0.4);
float motion = normalize(dir)*speed;
float4 dis = tex2D(_DistortionTexture, i.uv + motion*timeOffset.x);
float4 dis2 = tex2D(_DistortionTexture2,i.uv + motion*timeOffset.y);

float2 f = (normal.xy-0.5)*_DistortionSize + (dis2.xy-0.5)*_DistortionSize2;
fixed4 col = tex2D(_MainTex, i.uv + f);
// 使用f生成波纹,同上
...

image

平面河流

参考

如果平面河流存在分支的话就需要制作一个流动贴图(flow map),来指定不同分支河路的流向,还需要一个mask贴图(或者流动贴图上的特定颜色表示 eg:(127,127,127);或者放在flow map的a通道)来指定非河流区域。河流交叉处的混合原理是将生成的波纹分成网格,将每个网格单元于四周的网格单元插值混合。

这个是用画图制作出来的:

image
使用之前的caustic distortion water,网格单元的大小不是参考上的固定为1,而是根据像素大小划分。最终效果:

image

示例源码:

Shader "Unlit/PlaneRiver2D"
{
    Properties
    {
        [NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
        _WaterColor("Water Color", color) = (0.2877358,1,0.9352488,1)
        [HDR]_CausticColor("Caustic Color", color) = (0.2237989,0.2833061,0.272957,1)
        [NoScaleOffset]_RenderTex ("Render Texture", 2D) = "white" {}
        _RenderTextureBrightness("Render Texture Brightness", float) = 2
        _RippleScale("Ripple Scale", float) = 10.4
        _RefractionStrength("Refraction Strength", range(0,1)) = 1
        _CausticScale("Caustic Scale", Vector) = (1, 1, 0, 0)
        _CausticBrightness("Caustic Brightness", float) = 1
        _WaveStrength("Wave Strength", range(0,1)) = 1
        _EdgeStrength("Edge Strength", float) = 5
        [Header(Flow Properties)]
        _FlowSpeed("Flow Speed", float) = 0.1
        _FlowMap("FlowMap",2D) = "bump" {}
        _CellSize("PixelSize Per Cell", float) = 10
        _MaskTex("Mask", 2D) = "white" {}
    }
    SubShader
    {
        Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
    GrabPass { "_GrabTexture"  }

    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        #include "UnityCG.cginc"
        #include "Noise.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float3 worldPos: TEXCOORD1;
            float4 uvgrab: TEXCOORD2;
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex;
        float4 _MainTex_ST;

        fixed4 _WaterColor,_CausticColor;
        float _RenderTextureBrightness;

        float _RippleScale;
        float _RefractionStrength;

        float4 _CausticScale;
        float _CausticBrightness, _WaveStrength;

        sampler2D _RenderTex;
        float4 _RenderTex_ST;
        float4 _RenderTex_TexelSize;

        float _EdgeStrength;

        sampler2D _GrabTexture;

        sampler2D _FlowMap,_MaskTex;
        float4 _FlowMap_TexelSize;

        float _FlowSpeed;
        float _CellSize;

        float Remap(float x, float2 inMinMax, float2 outMinMax)
        {
            // (x - inMinMax.x)/(inMinMax.y - inMinMax.x) = (out - outMinMax.x)/(outMinMax.y - outMinMax.x)
            return (x - inMinMax.x)* (outMinMax.y - outMinMax.x)/(inMinMax.y - inMinMax.x)  + outMinMax.x;
        }

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            return o;
        }

        float2 flowCell(float2 uv, float2 flowUV, float2 offset, float time)
        {
            flowUV += offset;
            // 使用tex2Dgrad防止mipmapping或filtering
            float2 flowVector = tex2Dgrad(_FlowMap, flowUV*_FlowMap_TexelSize,0,0).rg*2.0 - 1.0;
            flowVector = normalize(flowVector);
            uv += flowVector*time;
            return uv;
        }

        float flowGrid(float2 uv)
        {
            float flowSpeed = _FlowSpeed*_Time.y;
            float causticShuffleSpeed = _Time.y*0.58;

            // 网格单元坐下角的值作为整个单元的值
            float2 flowUV = floor(uv*_FlowMap_TexelSize.zw/_CellSize)*_CellSize;

            // 当前网格单元及其右、上、右上的晶格
            float2 cellFlowUV1 = flowCell(uv, flowUV , float2(0,0), flowSpeed);
            float2 cellFlowUV2 = flowCell(uv, flowUV , float2(_CellSize, 0), flowSpeed);
            float2 cellFlowUV3 = flowCell(uv, flowUV , float2(_CellSize, _CellSize), flowSpeed);
            float2 cellFlowUV4 = flowCell(uv, flowUV , float2(0, _CellSize), flowSpeed);

            float voronoiNoise1 = voronoi(cellFlowUV1*_CausticScale, causticShuffleSpeed);
            float voronoiNoise2 = voronoi(cellFlowUV2*_CausticScale, causticShuffleSpeed);
            float voronoiNoise3 = voronoi(cellFlowUV3*_CausticScale, causticShuffleSpeed);
            float voronoiNoise4 = voronoi(cellFlowUV4*_CausticScale, causticShuffleSpeed);

            // 计算当前点至各个网格单元的权重
            float2 offset1 = (uv*_FlowMap_TexelSize.zw - flowUV)/_CellSize;
            float fade1 = 1 - saturate(dot(offset1, offset1));
            float2 offset2 = (uv*_FlowMap_TexelSize.zw - flowUV - float2(_CellSize, 0))/_CellSize;
            float fade2 = 1 - saturate(dot(offset2, offset2));
            float2 offset3 = (uv*_FlowMap_TexelSize.zw - flowUV - float2(_CellSize, _CellSize))/_CellSize;
            float fade3 = 1 - saturate(dot(offset3, offset3));
            float2 offset4 = (uv*_FlowMap_TexelSize.zw - flowUV - float2(0, _CellSize))/_CellSize;
            float fade4 = 1 - saturate(dot(offset4, offset4));

            // 透明度混合
            float voronoiNoise = (voronoiNoise1*fade1 + voronoiNoise2*fade2 + voronoiNoise3*fade3 + voronoiNoise4*fade4)/(fade1+fade2+fade3+fade4);
            return voronoiNoise;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            float uvSpeed = _Time.y*0.05;
            float2 uv = i.uv;

            // Auto-Scroll UV Downwards
            float2 tiling = float2(0.18,1);
            float2 offset = float2(0, uvSpeed);
            float2 uv1 = uv*tiling + offset;
            // Auto-Scroll UV Upwards
            float2 tiling2 = float2(0.18,1);
            float2 offset2 = float2(0, 1 - uvSpeed);
            float2 uv2 = uv*tiling2 + offset2;

            // Generate Auto-Scroll Noise and Blend Together
            float noise1 = noise(uv1*_RippleScale);
            float noise2 = noise(uv2*_RippleScale);
            float noisesum = noise1 * noise2;

            // Calculate Top Edge Gradient
            float topEdgeGradient = pow(abs(uv.y), 13.1);

            // Blend Water Ripples with Refraction Strength
            float refractionStrength = Remap(_RefractionStrength, float2(0, 1), float2(0, 0.1));
            float waterRipples = lerp(refractionStrength*noisesum, 0, topEdgeGradient);

            //float causticShuffleSpeed = _Time.y*0.58;
            //float voronoiNoise = voronoi(i.worldPos*_CausticScale, causticShuffleSpeed, 10);
            // flow
            float voronoiNoise = flowGrid(i.uv);

            float mask = tex2Dgrad(_MaskTex, i.uv,0,0).r;

            //float voronoiNoise = voronoi(t, causticShuffleSpeed, 10);
            voronoiNoise = clamp(0, 1, pow(voronoiNoise*_CausticBrightness, 4));

            float2 adjUV = uv*float2(1,-1) + float2(waterRipples, voronoiNoise*_WaveStrength + 1);
            float4 renderTexColor = tex2D(_RenderTex, adjUV);
            renderTexColor = clamp(0,1,renderTexColor * _WaterColor * _RenderTextureBrightness);
            float4 color = (voronoiNoise)*_CausticColor;
            color.a = voronoiNoise;
            return (renderTexColor + color)*mask;

        }
        ENDCG
    }
}

}

posted @ 2020-05-25 09:56  Lain_vv  阅读(453)  评论(0编辑  收藏  举报