Unity Shader 水波纹效果

很多游戏里的水面场景,大家经常会看到有水波纹的效果,而这种效果是怎么实现的呢?下面就给大家介绍下实现水波纹效果的shader代码。

效果图: 

Shader "Custom/shuibowen"{
    Properties{
        _MainTex("Base (RGB)",2D)="white"{}
        _distanceFactor("Distancefactor",float)=1
        _timeFactor("time factor",float)=2
        _totalFactor("total factor",float)=3
        _waveWidth("wave width",float)=4
        _curWaveDis("curwave dis",float)=5
        _startPos("star pos",Vector) = (1,1,1,1)
        _MainTex_TexelSize("Maintex_texelSize",vector)=(1,1,1,1)
    }
    CGINCLUDE
    #include "UnityCG.cginc"
    uniform sampler2D _MainTex;  
    float4 _MainTex_TexelSize;
    uniform float _distanceFactor;  
    uniform float _timeFactor;  
    uniform float _totalFactor;  
    uniform float _waveWidth;  
    uniform float _curWaveDis;  
    uniform float4 _startPos;
    fixed4 frag(v2f_img i) : SV_Target  
    {  
        //DX下纹理坐标反向问题  
        #if UNITY_UV_STARTS_AT_TOP  
        if (_MainTex_TexelSize.y < 0)  
            _startPos.y = 1 - _startPos.y;  
        #endif  
        //计算uv到中间点的向量(向外扩,反过来就是向里缩)  
        float2 dv = _startPos.xy - i.uv;  
        //按照屏幕长宽比进行缩放  
        dv = dv * float2(_ScreenParams.x / _ScreenParams.y, 1);  
        //计算像素点距中点的距离  
        float dis = sqrt(dv.x * dv.x + dv.y * dv.y);  
        //用sin函数计算出波形的偏移值factor  
        //dis在这里都是小于1的,所以我们需要乘以一个比较大的数,比如60,这样就有多个波峰波谷  
        //sin函数是(-1,1)的值域,我们希望偏移值很小,所以这里我们缩小100倍,据说乘法比较快,so...  
        float sinFactor = sin(dis * _distanceFactor + _Time.y * _timeFactor) * _totalFactor * 0.01;  
        //距离当前波纹运动点的距离,如果小于waveWidth才予以保留,否则已经出了波纹范围,factor通过clamp设置为0  
        float discardFactor = clamp(_waveWidth - abs(_curWaveDis - dis), 0, 1) / _waveWidth;  
        //归一化  
        float2 dv1 = normalize(dv);  
        //计算每个像素uv的偏移值  
        float2 offset = dv1  * sinFactor * discardFactor;  
        //像素采样时偏移offset  
        float2 uv = offset + i.uv;  
        return tex2D(_MainTex, uv);   
    }  
    ENDCG  
    SubShader   
    {  
        Pass  
        {  
            ZTest Always  
            Cull Off  
            ZWrite Off  
            Fog { Mode off }  
            CGPROGRAM  
            #pragma vertex vert_img  
            #pragma fragment frag  
            #pragma fragmentoption ARB_precision_hint_fastest   
            ENDCG  
        }  
    }  
    Fallback off  
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaterWaveEffect : MonoBehaviour {
    //距离系数  
    public float distanceFactor = 60.0f;
    //时间系数  
    public float timeFactor = -30.0f;
    //sin函数结果系数  
    public float totalFactor = 1.0f;
    //波纹宽度  
    public float waveWidth = 0.3f;
    //波纹扩散的速度  
    public float waveSpeed = 0.3f;
    private float waveStartTime;
    private Vector4 startPos = new Vector4(0.5f, 0.5f, 0, 0);
    public Material _Material;
    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        //计算波纹移动的距离,根据enable到目前的时间*速度求解  
        float curWaveDistance = (Time.time - waveStartTime) * waveSpeed;
        //设置一系列参数  
        _Material.SetFloat("_distanceFactor", distanceFactor);
        _Material.SetFloat("_timeFactor", timeFactor);
        _Material.SetFloat("_totalFactor", totalFactor);
        _Material.SetFloat("_waveWidth", waveWidth);
        _Material.SetFloat("_curWaveDis", curWaveDistance);
        _Material.SetVector("_startPos", startPos);
        Graphics.Blit(source, destination, _Material);
    }
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            Vector2 mousePos = Input.mousePosition;
            //将mousePos转化为(0,1)区间  
            startPos = new Vector4(mousePos.x / Screen.width, mousePos.y / Screen.height, 0, 0);
            waveStartTime = Time.time;
        }
    }
}

新建一个材质球,选择此shader,并赋值给这个脚本,点击屏幕即可看到效果

原文链接

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转载自blog.csdn.net/qq_36848370/article/details/103146145