WaterPlaneClip.shader 7.0 KB

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  1. Shader "Custom/WaterClip"
  2. {
  3. Properties
  4. {
  5. _Color("Color", Color) = (1,1,1,1)
  6. _MainTex("Albedo (RGB)", 2D) = "white" {}
  7. _NormalSpeed1("NormalSpeed1",Vector) = (1,1,2,0.5)
  8. _NormalSpeed2("NormalSpeed2",Vector) = (1,1,2,0.5)
  9. _NormalSpeed3("NormalSpeed3",Vector) = (1,1,2,0.5)
  10. _DetailNormal("DetailNormal",2D) = "bump"{}
  11. _Glossiness("Smoothness", Range(0,1)) = 0.5
  12. _Metallic("Metallic", Range(0,1)) = 0.0
  13. _Depth("Depth",float) = 15
  14. /* _Wavelength("Wavelength",Range(0.01,10)) = 6.28
  15. _WaveSpeed("WaveSpeed",Range(0,10)) = 1
  16. _Amplitude("Amplitude",Range(0,10)) = 1*/
  17. /*_Wave1("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,1,2,0.5)
  18. _Wave2("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,0,0,0.5)
  19. _Wave3("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (0,1,2,0.5)*/
  20. _ClipTex("ClipTex",2D) = "white" {}
  21. _ClipLength("ClipLength",Range(0,1))=0.5
  22. _ClipOffset("ClipOffset",Range(-0.5,0.5))=0
  23. }
  24. SubShader
  25. {
  26. Tags { "Queue" = "Geometry" "RenderType" = "Transparent" }
  27. //ZWrite On
  28. GrabPass{}
  29. CGPROGRAM
  30. // Physically based Standard lighting model, and enable shadows on all light types
  31. #pragma surface surf Standard fullforwardshadows
  32. // Use shader model 3.0 target, to get nicer looking lighting
  33. #pragma target 3.0
  34. sampler2D _CameraDepthTexture;
  35. sampler2D _MainTex, _GrabTexture, _ClipTex;
  36. sampler2D _DetailNormal;
  37. float _ClipLength, _ClipOffset;
  38. struct Input
  39. {
  40. float2 uv_MainTex;
  41. float2 uv_DetailNormal;
  42. float2 uv_ClipTex;
  43. float4 screenPos;
  44. float3 worldPos;
  45. //float VextexNormal;
  46. float3 viewDir;
  47. };
  48. float _Depth;
  49. half _Glossiness;
  50. half _Metallic;
  51. fixed4 _Color;
  52. /* float _Wavelength, _WaveSpeed, _Amplitude;*/
  53. //float4 _Wave1, _Wave2, _Wave3;
  54. float4 _NormalSpeed1, _NormalSpeed2, _NormalSpeed3;
  55. // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
  56. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
  57. // #pragma instancing_options assumeuniformscaling
  58. UNITY_INSTANCING_BUFFER_START(Props)
  59. // put more per-instance properties here
  60. UNITY_INSTANCING_BUFFER_END(Props)
  61. void surf(Input IN, inout SurfaceOutputStandard o)
  62. {
  63. float clipCount = tex2D(_ClipTex, IN.uv_ClipTex).r;
  64. clip(clipCount+ _ClipOffset - _ClipLength);
  65. //²ÉÑùÉî¶Èͼ
  66. float2 uv = IN.screenPos.xy / IN.screenPos.w;
  67. //uv = (uv + 1) / 2;
  68. float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv));
  69. float surfaceDepth = UNITY_Z_0_FAR_FROM_CLIPSPACE(IN.screenPos.z);
  70. surfaceDepth = max(((1.0 - (IN.screenPos.z) / _ProjectionParams.y) * _ProjectionParams.z), 0);
  71. float colfactor = smoothstep(0, _Depth, depth - surfaceDepth);
  72. float3 bCol = tex2D(_GrabTexture, uv);
  73. o.Metallic = _Metallic;
  74. o.Smoothness = _Glossiness;
  75. half3 MyNormal1 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed1.zw + _Time.y * normalize(_NormalSpeed1.xy) * 0.3));
  76. half3 MyNormal2 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed2.zw + _Time.y * normalize(_NormalSpeed2.xy) * 0.3));
  77. half3 MyNormal3 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed3.zw + _Time.y * normalize(_NormalSpeed3.xy) * 0.3));
  78. o.Normal = MyNormal1 + MyNormal2 + MyNormal3;
  79. o.Normal.z *= 3;
  80. o.Normal = normalize(o.Normal);
  81. float FFactor = pow(1 - saturate(dot(o.Normal, normalize(IN.viewDir))),10);
  82. FFactor = lerp(0.2, 2, FFactor);
  83. o.Albedo = _Color.rgb * FFactor;
  84. o.Albedo = lerp(bCol, o.Albedo, colfactor);
  85. o.Alpha = 1;
  86. }
  87. float3 GenerateWave(float4 wave,float3 clipPos,inout float3 tangent, inout float3 bNormal) {
  88. float2 Dirc = normalize(wave.xy);
  89. float3 p = clipPos.xyz;
  90. float k = 2 * UNITY_PI / wave.z;
  91. float _Amplitude = wave.w / k;
  92. float c = sqrt(9.8 / k);
  93. float f = k * (dot(p.xz, Dirc) - c * _Time.y);
  94. float Dx = Dirc.x;
  95. float Dy = Dirc.y;
  96. /* p.x += Dx * _Amplitude * cos(f);
  97. p.y += _Amplitude * sin(f);
  98. p.z += Dy * _Amplitude * cos(f);*/
  99. tangent += float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f));
  100. bNormal += float3(-Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f), 1 - Dy * Dy * k * _Amplitude * sin(f));
  101. return float3(
  102. Dx * _Amplitude * cos(f),
  103. _Amplitude * sin(f),
  104. Dy * _Amplitude * cos(f)
  105. );
  106. }
  107. void MyVertext(inout appdata_full v, out Input o) {
  108. UNITY_INITIALIZE_OUTPUT(Input, o);
  109. /* float2 Dirc = normalize(_Direction.xy);
  110. float3 p = v.vertex.xyz;
  111. float k = 2 * UNITY_PI / _Wavelength;
  112. float c = sqrt(9.8 / k);
  113. float f = k * (dot(p.xz, Dirc) - c * _Time.y);
  114. float Dx = Dirc.x;
  115. float Dy = Dirc.y;
  116. p.x += Dx *_Amplitude * cos(f);
  117. p.y += _Amplitude * sin(f);
  118. p.z += Dy *_Amplitude * cos(f);
  119. v.vertex.xyz = p;
  120. float3 tangent = normalize(float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f)));
  121. float3 bNorm = normalize( float3( - Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f),1-Dy * Dy * k * _Amplitude * sin(f)));*/
  122. /* float3 tangent = float3(1, 0, 0);
  123. float3 bNormal = float3(0, 0, 1);
  124. float3 clipPos = v.vertex.xyz;
  125. clipPos += GenerateWave(_Wave1, v.vertex.xyz, tangent, bNormal);
  126. clipPos += GenerateWave(_Wave2, v.vertex.xyz, tangent, bNormal);
  127. clipPos += GenerateWave(_Wave3, v.vertex.xyz, tangent, bNormal);
  128. v.normal =normalize( cross(bNormal, tangent));
  129. v.tangent.xyz = normalize( tangent);
  130. o.VextexNormal = smoothstep(-2, 10, clipPos.y - v.vertex.y);
  131. v.vertex.xyz = clipPos;*/
  132. }
  133. ENDCG
  134. }
  135. FallBack "Diffuse"
  136. }