unity 使用噪音图实现简单水材质

先上图

原理:就是根据时间算噪音图颜色,来算原图每个像素偏移

比较简单直接上Shader

Shader "Effect/Ocean"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		//噪音图
		_NoiseTex("Texture", 2D) = "white" {}
		//叠加颜色
		_Color("Color",Color) = (1,1,1,1)
		//亮度
		_Light("Light", Range(0, 10)) = 2
		//扭曲强度
		_Intensity("intensity", float) = 0.1
		//偏移速度
		_XSpeed("XSpeed", float) = 0.1
		_YSpeed("YSpeed", float) = 0.1
	}
		SubShader
	{
		Tags{ "RenderType" = "Transparent" }
		LOD 100

		Pass
	{
		Blend SrcAlpha OneMinusSrcAlpha
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog

#include "UnityCG.cginc"

		struct appdata
	{
		float4 vertex : POSITION;
		float2 uv : TEXCOORD0;
	};

	struct v2f
	{
		float2 uv : TEXCOORD0;
		UNITY_FOG_COORDS(1)
			float4 vertex : SV_POSITION;
	};

	sampler2D _MainTex;
	float4 _MainTex_ST;
	sampler2D _NoiseTex;
	float4 _Color;
	float _Light;
	float _Intensity;
	float _XSpeed;
	float _YSpeed;
	v2f vert(appdata v)
	{
		v2f o;
		o.vertex = UnityObjectToClipPos(v.vertex);
		o.uv = TRANSFORM_TEX(v.uv, _MainTex);
		UNITY_TRANSFER_FOG(o,o.vertex);
		return o;
	}

	fixed4 frag(v2f i) : SV_Target
	{
		//根据时间和偏移速度获取噪音图的颜色作为uv偏移
		fixed4 noise_col = tex2D(_NoiseTex, i.uv + fixed2(_Time.y*_XSpeed, _Time.y*_YSpeed));
		//计算uv偏移的颜色和亮度和附加颜色计算
		fixed4 col = tex2D(_MainTex, i.uv + _Intensity * noise_col.rg)*_Light*_Color;
		UNITY_APPLY_FOG(i.fogCoord, col);
		col.a = _Color.a;
		return col;
	}
		ENDCG
	}
	}
}

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转载自blog.csdn.net/SnoopyNa2Co3/article/details/88541655
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