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100 行
2.7 KiB
100 行
2.7 KiB
Shader "BoatAttack/WaterFXShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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// Blend mode values
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend mode", Float) = 0.0
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// Blend mode values
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend mode", Float) = 0.0
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// Will set "_INVERT_ON" shader keyword when set
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[Toggle] _Invert ("Invert?", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "LightweightPipeline" }
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ZWrite Off
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Blend[_SrcBlend][_DstBlend]
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LOD 100
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Pass
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{
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Name "WaterFX"
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Tags{"LightMode" = "WaterFX"}
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HLSLPROGRAM
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#pragma vertex WaterFXVertex
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#pragma fragment WaterFXFragment
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#pragma shader_feature _INVERT_ON
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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half4 color : COLOR;
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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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half4 normal : TEXCOORD1; // xyz: normal, w: viewDir.x
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half4 tangent : TEXCOORD2; // xyz: tangent, w: viewDir.y
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half4 binormal : TEXCOORD3; // xyz: binormal, w: viewDir.z
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half4 color : TEXCOORD4;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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Varyings WaterFXVertex (Attributes input)
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{
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Varyings output = (Varyings)0;
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VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS.xyz);
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VertexTBN vertexTBN = GetVertexTBN(input.normalOS, input.tangentOS);
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output.vertex = vertexPosition.positionCS;
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output.uv = input.uv;
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output.color = input.color;
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half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - vertexPosition.positionWS);
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output.normal = half4(vertexTBN.normalWS, viewDir.x);
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output.tangent = half4(vertexTBN.tangentWS, viewDir.y);
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output.binormal = half4(vertexTBN.binormalWS, viewDir.z);
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return output;
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}
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half4 WaterFXFragment (Varyings input) : SV_Target
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{
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half4 col = tex2D(_MainTex, input.uv);
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half foamMask = col.r * input.color.r;
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half disp = col.a * 2 - 1;
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disp *= input.color.a;
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half3 tNorm = half3(col.b, col.g, 1) * 2 - 1;
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half3 viewDir = half3(input.normal.w, input.tangent.w, input.binormal.w);
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half3 normalWS = TangentToWorldNormal(tNorm, input.tangent.xyz, input.binormal.xyz, input.normal.xyz);
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normalWS = lerp(half3(0, 1, 0), normalWS, input.color.g);
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half4 comp = half4(foamMask, normalWS.xz, disp);
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#ifdef _INVERT_ON
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comp *= -1;
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#endif
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return comp;
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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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