UnityShader水面结冰面效果

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
        }

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转载自blog.csdn.net/ww1351646544/article/details/89063764