Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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110 行
3.8 KiB

Shader "Hidden/BoatAttack/Caustics"
{
Properties
{
//Vector1_F3303B3C("Speed", Float) = 0.5
_Size("Size", Float) = 0.5
[NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {}
_WaterLevel("WaterLevel", Float) = 0
_BlendDistance("BlendDistance", Float) = 3
//Vector1_CD857B77("CausticsRGB Split", Float) = 2
//Color blends
[HideInInspector] _SrcBlend("__src", Float) = 4.0
[HideInInspector] _DstBlend("__dst", Float) = 1.0
}
SubShader
{
// No culling or depth
Cull Off
ZWrite Off
Pass
{
Blend [_SrcBlend] [_DstBlend], One Zero
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma shader_feature _DEBUG
#pragma vertex vert
#pragma fragment frag
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 screenpos : TEXCOORD1;
float4 positionOS : SV_POSITION;
};
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap);
half _Size;
half _WaterLevel;
half _BlendDistance;
float3 ReconstructWorldPos(half2 screenPos, float depth)
{
// World Pos reconstriction
float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth, 1));
float3 worldPos = raw.rgb / raw.a;
return worldPos;
}
// Can be done per-vertex
float2 CausticUVs(float2 rawUV, float2 offset)
{
//anim
float2 uv = rawUV * _Size + float2(_Time.y, _Time.x) * 0.1;
return uv + offset * 0.25;
}
Varyings vert (Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionOS = vertexInput.positionCS;
output.screenpos = ComputeScreenPos(output.positionOS);
output.uv = float2(input.uv.x, 1.0 - input.uv.y);
return output;
}
sampler2D _MainTex;
real4 frag (Varyings input) : SV_Target
{
float4 screenPos = input.screenpos / input.screenpos.w;
real depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, sampler_CameraDepthTexture, screenPos.xy);
float3 worldPos = ReconstructWorldPos(screenPos.xy, depth);
float2 uv = worldPos.xz * 0.025 + _Time.x * 0.25;
float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, uv).w - 0.5;
float2 causticUV = CausticUVs(worldPos.xz, waveOffset);
half upperMask = saturate(-worldPos.y + _WaterLevel);
half lowerMask = saturate((worldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
float3 caustics = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV, abs(worldPos.y - _WaterLevel) * 5 / _BlendDistance).bbb;
//return real4(caustics, 1);
#ifdef _DEBUG
return real4(caustics * min(upperMask, lowerMask), 1);
#endif
caustics *= min(upperMask, lowerMask) * 2;
return real4(caustics + 1, 1);
}
ENDHLSL
}
}
}