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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Shader "Unlit/WaterFXShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// Blend mode values
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend mode", Float) = 0.0
// Blend mode values
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend mode", Float) = 0.0
// Will set "_INVERT_ON" shader keyword when set
[Toggle] _Invert ("Invert?", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "LightweightPipeline" }
ZWrite Off
Blend[_SrcBlend][_DstBlend]
LOD 100
Pass
{
Name "WaterFX"
Tags{"LightMode" = "WaterFX"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _INVERT_ON
#define _NORMALMAP 1
#include "LWRP/ShaderLibrary/Core.hlsl"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
half4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
half4 normal : TEXCOORD1; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD2; // xyz: tangent, w: viewDir.y
half4 binormal : TEXCOORD3; // xyz: binormal, w: viewDir.z
half4 color : TEXCOORD4;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
half3 posWS = TransformObjectToWorld(v.vertex.xyz);
o.vertex = TransformWorldToHClip(posWS);
o.uv = v.uv;
o.color = v.color;
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - posWS);
o.normal.w = viewDir.x;
o.tangent.w = viewDir.y;
o.binormal.w = viewDir.z;
OUTPUT_NORMAL(v, o);
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv);
half foamMask = col.r * i.color.r;
half disp = col.a * 2 - 1;
disp *= i.color.a;
half3 tNorm = half3(col.b, col.g, 1) * 2 - 1;
half3 viewDir = half3(i.normal.w, i.tangent.w, i.binormal.w);
half3 normalWS = TangentToWorldNormal(tNorm, i.tangent.xyz, i.binormal.xyz, i.normal.xyz);
normalWS = lerp(half3(0, 1, 0), normalWS, i.color.g);
half4 comp = half4(foamMask, normalWS.xz, disp);
#ifdef _INVERT_ON
comp *= -1;
#endif
return comp;
}
ENDHLSL
}
}
}