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95 行
3.2 KiB
95 行
3.2 KiB
Shader "Hidden/BoatAttack/Caustics"
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{
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Properties
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{
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//Vector1_F3303B3C("Speed", Float) = 0.5
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_Size("Size", Float) = 0.5
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[NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {}
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_WaterLevel("WaterLevel", Float) = -0.25
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_BlendDistance("BlendDistance", Float) = 0.1
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//Vector1_CD857B77("CausticsRGB Split", Float) = 2
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}
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SubShader
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{
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// No culling or depth
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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Blend DstColor Zero, One Zero
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma vertex vert
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#pragma fragment frag
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionOS : SV_POSITION;
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};
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TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
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TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap);
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half _Size;
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half _WaterLevel;
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half _BlendDistance;
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float3 ReconstructWorldPos(half2 screenPos, float depth)
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{
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// World Pos reconstriction
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float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth, 1));
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float3 worldPos = raw.rgb / raw.a;
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return worldPos;
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}
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// Can be done per-vertex
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float2 CausticUVs(float2 rawUV, float2 offset)
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{
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//anim
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float2 uv = rawUV * _Size + float2(_Time.y, _Time.x) * 0.1;
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return uv + offset * 0.25;
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}
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Varyings vert (Attributes input)
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{
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Varyings output;
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output.positionOS = float4(input.positionOS.xyz, 1.0);
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output.uv = float2(input.uv.x, 1.0 - input.uv.y);
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return output;
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}
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sampler2D _MainTex;
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real4 frag (Varyings input) : SV_Target
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{
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real depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, sampler_CameraDepthTexture, input.uv);
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float3 worldPos = ReconstructWorldPos(input.uv, depth);
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float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, worldPos.xz * 0.025 + _Time.x * 0.25).w - 0.5;
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float2 causticUV = CausticUVs(worldPos.xz, waveOffset);
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float3 caustics = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, causticUV).bbb;
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half upperMask = saturate(-worldPos.y + _WaterLevel);
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half lowerMask = saturate((worldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
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caustics *= min(upperMask, lowerMask) * 1.5;
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//return half4(waveOffset.xx, 0, 1);
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return half4(caustics + 1, 1);
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}
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ENDHLSL
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}
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}
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}
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