当作一个小的练习,也折腾了好久,主要想要的效果是:点击后在点位位置有波动效果,再加上折射的效果,以及整个贴图纹理的向内旋转。
还有很多问题有待解决,如放在URP中时会提示HDR的问题,点击的波动还没有自动平息的问题等,这个暂时在这留个备份。
用smootstep控制旋涡大小的效果
有折射的效果
Shader "DongOpus/csDoor_HitAmin" { //传送门:触动+折射 2023.03.10 Properties { [HDR]_Color ("Main Color", Color) = (0, 0.15, 0.115, 1) _MainTex ("基础贴图", 2D) = "white" {} _WaveMap ("Wave Map", 2D) = "bump" {} _Cubemap ("Environment Cubemap", Cube) = "_Skybox" {} _WaveXSpeed ("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01 _WaveYSpeed ("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01 _Distortion ("折射率", Range(8, 500)) = 30 _SpecularCol("高光颜色",Color)=(1,1,1,1) _Gloss("Gloss",Range(8,256))=32 _RampTex("RampTex",2D)="white"{} //触动 [Header(_____Chudong_____)] [Space(20)] _CdRandius("触动范围",Range(0,1))=0.5 _CdHardness("触动软化",Range(0,1))=0.7 //水波纹 _WaveA("波动力度",Range(0,1))=0.1 _R("波动范围",float)=0.2 _F("波动数量",float)=0.3 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Transparent" } LOD 100 GrabPass { "_RefractionTex" } Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdbase struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 scrPos : TEXCOORD0; float4 uv : TEXCOORD1; float4 TtoW0 : TEXCOORD2; float4 TtoW1 : TEXCOORD3; float4 TtoW2 : TEXCOORD4; float2 rampUV:TEXCOORD5; // SHADOW_COORDS(5) // float3 lightDir:TEXCOORD5; }; fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _WaveMap; float4 _WaveMap_ST; samplerCUBE _Cubemap; sampler2D _RampTex; float4 _RampTex_ST; fixed _WaveXSpeed; fixed _WaveYSpeed; float _Distortion; float4 _SpecularCol; float _Gloss; sampler2D _RefractionTex; float4 _RefractionTex_TexelSize; //触动接口 float _Disp; float3 _HitPos; float _CdRandius,_CdHardness; float _WaveA,_R,_F; //直角坐标系 转 极坐标 float2 Polar(float2 UV) { float2 uv = UV-0.5; float distance=length(uv); distance *=2; float angle=atan2(uv.x,uv.y); float angle01=angle/3.14159/2+0.5; return float2(angle01,distance); } //水波纹 float2 WaveUV(float2 uv,float a,float rang,float f,float2 hitPos){ float2 waveuv=uv; float dis=distance(waveuv,saturate(hitPos)); float scale=0; a*=saturate(1-dis/rang); scale=a*sin(-dis*3.14*f+_Time.y*10); waveuv=waveuv +waveuv*scale; return waveuv; } v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.scrPos = ComputeGrabScreenPos(o.pos); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap); o.rampUV = TRANSFORM_TEX(v.texcoord, _RampTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; 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); return o; } fixed4 frag (v2f i) : SV_Target { float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed); float3 lightDir=normalize(_WorldSpaceLightPos0.xyz); float2 polar_UV=Polar(i.uv); //水纹UV float3 Out = 1 - saturate((distance(worldPos, _HitPos) - _CdRandius) / (1 - _CdHardness)); float2 waveUv= WaveUV(i.uv.xy,_WaveA,_R,_F,Out); float2 uvAmin=float2(0.3,0.3)*_Time.y; fixed4 col=tex2D(_MainTex,polar_UV*_MainTex_ST.xy+_MainTex_ST.zw+uvAmin+waveUv); fixed4 ramp=tex2D(_RampTex,i.rampUV+waveUv); float4 rampValu=1- smoothstep(0.1,0.8,ramp); col*=rampValu*_Color; //法线贴图 fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed+waveUv)).rgb; fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed+waveUv)).rgb; fixed3 bump = normalize(bump1 + bump2); float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy; i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy; fixed3 refrCol = tex2D( _RefractionTex, i.scrPos.xy/i.scrPos.w).rgb; bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); //高光 fixed3 halfDir=normalize(viewDir+lightDir); fixed3 specular=_LightColor0.rgb*_SpecularCol.rgb*pow(max(0,dot(bump,halfDir)),_Gloss); //菲涅尔 fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4); fixed3 finalColor = fresnel + refrCol * (1 - fresnel); return fixed4(col+finalColor, 1); } ENDCG } } }