Shader练习——传送门

时间:2023-03-10   阅读次数:

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。


1678440390875920.png

用smootstep控制旋涡大小的效果

有折射的效果

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
        }
    }
}
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