WaterPlane.shader 6.8 KB

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  1. Shader "Custom/Water"
  2. {
  3. Properties
  4. {
  5. _Color("Color", Color) = (1,1,1,1)
  6. _Color2("Color2", Color) = (1,1,1,1)
  7. _MainTex("Albedo (RGB)", 2D) = "white" {}
  8. _NormalSpeed1("NormalSpeed1",Vector) = (1,1,2,0.5)
  9. _NormalSpeed2("NormalSpeed2",Vector) = (1,1,2,0.5)
  10. _NormalSpeed3("NormalSpeed3",Vector) = (1,1,2,0.5)
  11. _DetailNormal("DetailNormal",2D) = "bump"{}
  12. _Glossiness("Smoothness", Range(0,1)) = 0.5
  13. _Metallic("Metallic", Range(0,1)) = 0.0
  14. _Depth("Depth",float) = 15
  15. /* _Wavelength("Wavelength",Range(0.01,10)) = 6.28
  16. _WaveSpeed("WaveSpeed",Range(0,10)) = 1
  17. _Amplitude("Amplitude",Range(0,10)) = 1*/
  18. /*_Wave1("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,1,2,0.5)
  19. _Wave2("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (1,0,0,0.5)
  20. _Wave3("Wave1(direct(xy),Wavelength(z),Amplitude(w))",Vector) = (0,1,2,0.5)*/
  21. }
  22. SubShader
  23. {
  24. Tags { "Queue" = "Geometry" "RenderType" = "Transparent" }
  25. //ZWrite On
  26. GrabPass{}
  27. CGPROGRAM
  28. // Physically based Standard lighting model, and enable shadows on all light types
  29. #pragma surface surf Standard fullforwardshadows
  30. // Use shader model 3.0 target, to get nicer looking lighting
  31. #pragma target 3.0
  32. sampler2D _CameraDepthTexture;
  33. sampler2D _MainTex, _GrabTexture;
  34. sampler2D _DetailNormal;
  35. struct Input
  36. {
  37. float2 uv_MainTex;
  38. float2 uv_DetailNormal;
  39. float4 screenPos;
  40. float3 worldPos;
  41. //float VextexNormal;
  42. float3 viewDir;
  43. };
  44. float _Depth;
  45. half _Glossiness;
  46. half _Metallic;
  47. fixed4 _Color,_Color2;
  48. /* float _Wavelength, _WaveSpeed, _Amplitude;*/
  49. //float4 _Wave1, _Wave2, _Wave3;
  50. float4 _NormalSpeed1, _NormalSpeed2, _NormalSpeed3;
  51. // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
  52. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
  53. // #pragma instancing_options assumeuniformscaling
  54. UNITY_INSTANCING_BUFFER_START(Props)
  55. // put more per-instance properties here
  56. UNITY_INSTANCING_BUFFER_END(Props)
  57. void surf(Input IN, inout SurfaceOutputStandard o)
  58. {
  59. //²ÉÑùÉî¶Èͼ
  60. float2 uv = IN.screenPos.xy / IN.screenPos.w;
  61. //uv = (uv + 1) / 2;
  62. float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv));
  63. float surfaceDepth = UNITY_Z_0_FAR_FROM_CLIPSPACE(IN.screenPos.z);
  64. surfaceDepth = max(((1.0 - (IN.screenPos.z) / _ProjectionParams.y) * _ProjectionParams.z), 0);
  65. float colfactor = smoothstep(0, _Depth, depth - surfaceDepth);
  66. float3 bCol = tex2D(_GrabTexture, uv);
  67. o.Metallic = _Metallic;
  68. o.Smoothness = _Glossiness;
  69. half3 MyNormal1 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed1.zw + _Time.y * normalize(_NormalSpeed1.xy) * 0.3));
  70. half3 MyNormal2 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed2.zw + _Time.y * normalize(_NormalSpeed2.xy) * 0.3));
  71. half3 MyNormal3 = UnpackNormal(tex2D(_DetailNormal, IN.uv_DetailNormal * _NormalSpeed3.zw + _Time.y * normalize(_NormalSpeed3.xy) * 0.3));
  72. o.Normal = MyNormal1 + MyNormal2 + MyNormal3;
  73. o.Normal.z *= 3;
  74. o.Normal = normalize(o.Normal);
  75. float FFactor = pow(1 - saturate(dot(o.Normal, normalize(IN.viewDir))),5);
  76. //FFactor = lerp(0.2, 2, FFactor);
  77. o.Albedo = lerp(_Color.rgb, _Color2.rgb, FFactor)/*_Color.rgb * FFactor*/;
  78. o.Albedo = lerp(bCol, o.Albedo, colfactor);
  79. o.Alpha = 1;
  80. }
  81. float3 GenerateWave(float4 wave,float3 clipPos,inout float3 tangent, inout float3 bNormal) {
  82. float2 Dirc = normalize(wave.xy);
  83. float3 p = clipPos.xyz;
  84. float k = 2 * UNITY_PI / wave.z;
  85. float _Amplitude = wave.w / k;
  86. float c = sqrt(9.8 / k);
  87. float f = k * (dot(p.xz, Dirc) - c * _Time.y);
  88. float Dx = Dirc.x;
  89. float Dy = Dirc.y;
  90. /* p.x += Dx * _Amplitude * cos(f);
  91. p.y += _Amplitude * sin(f);
  92. p.z += Dy * _Amplitude * cos(f);*/
  93. tangent += float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f));
  94. bNormal += float3(-Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f), 1 - Dy * Dy * k * _Amplitude * sin(f));
  95. return float3(
  96. Dx * _Amplitude * cos(f),
  97. _Amplitude * sin(f),
  98. Dy * _Amplitude * cos(f)
  99. );
  100. }
  101. void MyVertext(inout appdata_full v, out Input o) {
  102. UNITY_INITIALIZE_OUTPUT(Input, o);
  103. /* float2 Dirc = normalize(_Direction.xy);
  104. float3 p = v.vertex.xyz;
  105. float k = 2 * UNITY_PI / _Wavelength;
  106. float c = sqrt(9.8 / k);
  107. float f = k * (dot(p.xz, Dirc) - c * _Time.y);
  108. float Dx = Dirc.x;
  109. float Dy = Dirc.y;
  110. p.x += Dx *_Amplitude * cos(f);
  111. p.y += _Amplitude * sin(f);
  112. p.z += Dy *_Amplitude * cos(f);
  113. v.vertex.xyz = p;
  114. float3 tangent = normalize(float3(1 - Dx * Dx * k * _Amplitude * sin(f), k * _Amplitude * cos(f), -Dx * Dy * k * _Amplitude * sin(f)));
  115. float3 bNorm = normalize( float3( - Dx * Dy * k * _Amplitude * sin(f), k * _Amplitude * cos(f),1-Dy * Dy * k * _Amplitude * sin(f)));*/
  116. /* float3 tangent = float3(1, 0, 0);
  117. float3 bNormal = float3(0, 0, 1);
  118. float3 clipPos = v.vertex.xyz;
  119. clipPos += GenerateWave(_Wave1, v.vertex.xyz, tangent, bNormal);
  120. clipPos += GenerateWave(_Wave2, v.vertex.xyz, tangent, bNormal);
  121. clipPos += GenerateWave(_Wave3, v.vertex.xyz, tangent, bNormal);
  122. v.normal =normalize( cross(bNormal, tangent));
  123. v.tangent.xyz = normalize( tangent);
  124. o.VextexNormal = smoothstep(-2, 10, clipPos.y - v.vertex.y);
  125. v.vertex.xyz = clipPos;*/
  126. }
  127. ENDCG
  128. }
  129. FallBack "Diffuse"
  130. }