Unity3D 2D水面倒影的实现

项目中需要加入一个水面倒影的效果,而我现在这个项目是2D的,2D的话倒影比3D要好做的多,只要用grabpass抓取屏幕,uv取反,加上一个偏移值,最后用一个三角函数对uv坐标进行偏移就好了

效果如下
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(gif有点糊)
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参数面板
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完整代码

Shader "LX/postDistortion"
{
    
    
    Properties
    {
    
    
        _Color ("Color", Color) = (1,1,1,1)
        _DistortionScale ("DistortionScale", float) = 0.1
        _WaveLength ("WaveLength", float) = 1
        _Offset ("Offset", float) = 0
    }
    SubShader
    {
    
    
        Tags
        {
    
    
            "Queue"="Transparent"
            "RenderType"="Opaque"
        }
        LOD 200
        GrabPass
        {
    
    
            "_GrabTex"
        }
        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows
        #pragma target 3.0

        sampler2D _GrabTex;
        float4 _GrabTex_TexelSize;
        float _DistortionScale;
        float _WaveLength;
        float _Offset;

        struct Input
        {
    
    
            float4 screenPos;
        };

        fixed4 _Color;


        void surf(Input IN, inout SurfaceOutputStandard o)
        {
    
    
            IN.screenPos.xy /= IN.screenPos.w;
            IN.screenPos.y = -IN.screenPos.y + _Offset;
            IN.screenPos.x += _DistortionScale * sin(_Time.y + IN.screenPos.y * _WaveLength)*0.01;
            fixed4 c = tex2D(_GrabTex, IN.screenPos) * _Color;
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

另外代码也传到github仓库里了,大家也可以关注一下哦~
我的github

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转载自blog.csdn.net/o83290102o5/article/details/120298047
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