版权声明:版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/ww1351646544/article/details/89063764
先上图上,动态效果非常好...!
不面结冰效果和之前的水面也是类似的:
https://blog.csdn.net/ww1351646544/article/details/88605093
首先我们去掉Time函数对水面法法线的修改,然后再加上光照Pass,与上一篇水面不同的时,光照的需要加上纹理贴图,最后再用UV判断越亮的部分越先显示出来后出现由水面慢慢凝结成冰面的效果。
最后把代码献给大家,欢迎指正:
Pass {
Tags{ "Lightmode" = "Forwardadd" }
Blend one one
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "lighting.cginc"
#include "autolight.cginc"
//阴影主要来源于这句
#pragma multi_compile_fwdadd_fullshadows
float _SpecularScale;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
float _ClipSize;
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float2 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float4 TtoW0:TEXCOORD1;
float4 TtoW1:TEXCOORD2;
float4 TtoW2:TEXCOORD3;
fixed3 wNormal:TEXCOORD4;
SHADOW_COORDS(5)
};
//顶点着色器
v2f vert(a2v v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.uv.xy=v.texcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw;
o.uv.zw=v.texcoord.xy*_BumpMap_ST.xy+_BumpMap_ST.zw;
//世界坐标下顶点、法线、切线、副切线位置
float3 worldpos=mul(unity_ObjectToWorld,v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
float3 worldBinormal = cross(worldNormal,worldTangent)*v.tangent.w;
//按列排序得到一个切线到世界空间转换矩阵 ,位置信息也顺带存在后面了
o.TtoW0=float4(worldTangent.x,worldBinormal.x,worldNormal.x,worldpos.x);
o.TtoW1=float4(worldTangent.y,worldBinormal.y,worldNormal.y,worldpos.y);
o.TtoW2=float4(worldTangent.z,worldBinormal.z,worldNormal.z,worldpos.z);
o.wNormal = worldNormal;
TRANSFER_SHADOW(o)
return o;
}
fixed4 frag(v2f i) :COLOR
{
float3 worldPos= float3(i.TtoW0.w,i.TtoW1.w,i.TtoW2.w);
float3 worldNormal = i.wNormal.xyz;
float3 worldLight = normalize(_WorldSpaceLightPos0).xyz;
UNITY_LIGHT_ATTENUATION(atten, i, worldPos)
//取得纹素
fixed3 bump = UnpackNormal(tex2D(_BumpMap,i.uv.zw));
bump.xy*=_BumpScale;
bump.z=sqrt(1.0-saturate(dot(bump.xy,bump.xy)));
//用点乘与每一组相乘,得到的是每个分量位移到该空间的位置
//这句其实相当于:mul(half3X3(i.TtoW0.xyz,i.TtoW1.xyz,(i.TtoW2.xyz),bump)
bump=normalize(half3(dot(i.TtoW0.xyz,bump),dot(i.TtoW1.xyz,bump),dot(i.TtoW2.xyz,bump)));
float3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
float3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//取主图的颜色*影响色
fixed3 albedo=tex2D(_MainTex,i.uv).rgb;//*_Color.rgb;
//环境光颜色*albedo
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
//灯光一颜色*环境色*亮度
fixed3 diffuse=albedo*max(0,dot(bump,lightDir));
//中线:点到灯光方向+点到摄像机方向:取的是中线
fixed3 halfDir = normalize(lightDir+viewDir);
//中线与法线越相似则越亮
fixed3 specular =_LightColor0.rgb*_LightColor0.rgb*pow(max(0,dot(bump,halfDir)),_SpecularScale);
float3 finalColor = (diffuse+specular)*atten;
if(finalColor.x<_ClipSize)
discard;
return float4(finalColor,1);
}
ENDCG
}