SunZhi 8 months ago
parent
commit
bb7bdc2934
41 changed files with 4231 additions and 200 deletions
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Assets/Art/Shader/TexOffset.shader

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+Shader "Unlit/TexOffset"
+{
+    Properties
+    {
+        [HDR]_MainCol("MainCol",color) = (1,1,1,1)
+        _MainTex ("Texture", 2D) = "white" {}
+        _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0)
+    }
+    SubShader
+    {
+        Tags {"Queue"="Transparent" "RenderType"="Transparent" }
+       
+
+        Pass
+        {
+            ZWrite Off
+            Blend SrcAlpha OneMinusSrcAlpha
+
+          
+            CGPROGRAM
+          
+
+            #pragma vertex vert
+            #pragma fragment frag
+          
+
+            #include "UnityCG.cginc"
+
+            struct appdata
+            {
+                float4 vertex : POSITION;
+                float2 uv : TEXCOORD0;
+                half4 color : COLOR;
+            };
+
+            struct v2f
+            {
+                float2 uv : TEXCOORD0;              
+                float4 vertex : SV_POSITION;
+                half4 color: TEXCOORD1;
+
+            };
+
+            sampler2D _MainTex;
+            float4 _MainTex_ST;
+            half4 _MainCol;
+            float4 _OffsetSpeed;
+
+            v2f vert (appdata v)
+            {
+                v2f o;
+                o.vertex = UnityObjectToClipPos(v.vertex);
+                o.uv = v.uv * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy;  
+                o.color = v.color;
+                return o;
+            }
+
+            half4 frag (v2f i) : SV_Target
+            {               
+                half4 col = tex2D(_MainTex, i.uv)* _MainCol* i.color;
+                return col;
+            }
+            ENDCG
+        }
+    }
+}

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Assets/Art/Shader/WaterPlaneClip.shader

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+Shader "Custom/WaterClip"
+{
+    Properties
+    {
+        _Color("Color", Color) = (1,1,1,1)
+        _MainTex("Albedo (RGB)", 2D) = "white" {}
+        _NormalSpeed1("NormalSpeed1",Vector) = (1,1,2,0.5)
+        _NormalSpeed2("NormalSpeed2",Vector) = (1,1,2,0.5)
+        _NormalSpeed3("NormalSpeed3",Vector) = (1,1,2,0.5)
+        _DetailNormal("DetailNormal",2D) = "bump"{}
+        _Glossiness("Smoothness", Range(0,1)) = 0.5
+        _Metallic("Metallic", Range(0,1)) = 0.0
+        _Depth("Depth",float) = 15
+
+            /* _Wavelength("Wavelength",Range(0.01,10)) = 6.28
+             _WaveSpeed("WaveSpeed",Range(0,10)) = 1
+             _Amplitude("Amplitude",Range(0,10)) = 1*/
+             /*_Wave1("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,1,2,0.5)
+             _Wave2("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,0,0,0.5)
+             _Wave3("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (0,1,2,0.5)*/
+        _ClipTex("ClipTex",2D) = "white" {}
+        _ClipLength("ClipLength",Range(0,1))=0.5
+        _ClipOffset("ClipOffset",Range(-0.5,0.5))=0
+
+    }
+        SubShader
+        {
+            Tags { "Queue" = "Geometry" "RenderType" = "Transparent" }
+            //ZWrite On
+            GrabPass{}
+            CGPROGRAM
+            // Physically based Standard lighting model, and enable shadows on all light types
+            #pragma surface surf Standard  fullforwardshadows 
+
+            // Use shader model 3.0 target, to get nicer looking lighting
+            #pragma target 3.0
+
+            sampler2D _CameraDepthTexture;
+
+            sampler2D _MainTex, _GrabTexture, _ClipTex;
+            sampler2D _DetailNormal;
+            float _ClipLength, _ClipOffset;
+        struct Input
+        {
+            float2 uv_MainTex;
+            float2 uv_DetailNormal;
+            float2 uv_ClipTex;
+            float4 screenPos;
+            float3 worldPos;
+            //float VextexNormal;                
+            float3 viewDir;
+
+
+        };
+        float _Depth;
+        half _Glossiness;
+        half _Metallic;
+        fixed4 _Color;
+        /* float _Wavelength, _WaveSpeed, _Amplitude;*/
+         //float4 _Wave1, _Wave2, _Wave3;
+         float4 _NormalSpeed1, _NormalSpeed2, _NormalSpeed3;
+         // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
+         // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
+         // #pragma instancing_options assumeuniformscaling
+         UNITY_INSTANCING_BUFFER_START(Props)
+             // put more per-instance properties here
+         UNITY_INSTANCING_BUFFER_END(Props)
+
+         void surf(Input IN, inout SurfaceOutputStandard o)
+         {
+             float clipCount = tex2D(_ClipTex, IN.uv_ClipTex).r;
+             clip(clipCount+ _ClipOffset - _ClipLength);
+             //²ÉÑùÉî¶Èͼ
+              float2 uv = IN.screenPos.xy / IN.screenPos.w;
+              //uv = (uv + 1) / 2;
+              float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv));
+
+              float surfaceDepth = UNITY_Z_0_FAR_FROM_CLIPSPACE(IN.screenPos.z);
+              surfaceDepth = max(((1.0 - (IN.screenPos.z) / _ProjectionParams.y) * _ProjectionParams.z), 0);
+              float colfactor = smoothstep(0, _Depth, depth - surfaceDepth);
+
+              float3 bCol = tex2D(_GrabTexture, uv);
+
+
+              o.Metallic = _Metallic;
+              o.Smoothness = _Glossiness;
+              half3 MyNormal1 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed1.zw + _Time.y * normalize(_NormalSpeed1.xy) * 0.3));
+              half3 MyNormal2 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed2.zw + _Time.y * normalize(_NormalSpeed2.xy) * 0.3));
+              half3 MyNormal3 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed3.zw + _Time.y * normalize(_NormalSpeed3.xy) * 0.3));
+
+              o.Normal = MyNormal1 + MyNormal2 + MyNormal3;
+              o.Normal.z *= 3;
+
+              o.Normal = normalize(o.Normal);
+
+
+              float FFactor = pow(1 - saturate(dot(o.Normal, normalize(IN.viewDir))),10);
+              FFactor = lerp(0.2, 2, FFactor);
+              o.Albedo = _Color.rgb * FFactor;
+
+              o.Albedo = lerp(bCol, o.Albedo, colfactor);
+              o.Alpha = 1;
+
+
+          }
+
+          float3 GenerateWave(float4 wave,float3 clipPos,inout float3 tangent, inout float3 bNormal) {
+              float2 Dirc = normalize(wave.xy);
+              float3 p = clipPos.xyz;
+              float k = 2 * UNITY_PI / wave.z;
+              float _Amplitude = wave.w / k;
+              float c = sqrt(9.8 / k);
+              float f = k * (dot(p.xz, Dirc) - c * _Time.y);
+              float Dx = Dirc.x;
+              float Dy = Dirc.y;
+
+              /*   p.x += Dx * _Amplitude * cos(f);
+                 p.y += _Amplitude * sin(f);
+                 p.z += Dy * _Amplitude * cos(f);*/
+
+                  tangent += float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f));
+                  bNormal += float3(-Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f), 1 - Dy * Dy * k * _Amplitude * sin(f));
+
+                 return float3(
+                     Dx * _Amplitude * cos(f),
+                     _Amplitude * sin(f),
+                     Dy * _Amplitude * cos(f)
+                     );
+             }
+
+             void MyVertext(inout appdata_full v, out Input o) {
+                 UNITY_INITIALIZE_OUTPUT(Input, o);
+
+                 /*  float2 Dirc = normalize(_Direction.xy);
+                   float3 p = v.vertex.xyz;
+                   float k = 2 * UNITY_PI / _Wavelength;
+                   float c = sqrt(9.8 / k);
+                   float f = k * (dot(p.xz, Dirc) - c * _Time.y);
+                   float Dx = Dirc.x;
+                   float Dy = Dirc.y;
+                   p.x += Dx *_Amplitude * cos(f);
+                   p.y += _Amplitude * sin(f);
+                   p.z += Dy *_Amplitude * cos(f);
+                   v.vertex.xyz = p;
+                   float3 tangent = normalize(float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f)));
+                   float3 bNorm = normalize( float3( - Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f),1-Dy * Dy * k * _Amplitude * sin(f)));*/
+
+                   /*  float3 tangent = float3(1, 0, 0);
+                     float3 bNormal = float3(0, 0, 1);
+                     float3 clipPos = v.vertex.xyz;
+                     clipPos += GenerateWave(_Wave1, v.vertex.xyz, tangent, bNormal);
+                     clipPos += GenerateWave(_Wave2, v.vertex.xyz, tangent, bNormal);
+                     clipPos += GenerateWave(_Wave3, v.vertex.xyz, tangent, bNormal);
+
+                     v.normal =normalize( cross(bNormal, tangent));
+                     v.tangent.xyz = normalize( tangent);
+                     o.VextexNormal = smoothstep(-2, 10, clipPos.y - v.vertex.y);
+                     v.vertex.xyz = clipPos;*/
+
+
+                 }
+
+                 ENDCG
+        }
+            FallBack "Diffuse"
+}

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