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。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

123 行
4.4 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) = 2.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
}
SubShader
{
ZWrite Off
Pass
{
Blend [_SrcBlend] [_DstBlend], One Zero
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.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;
float3 positionWS : TEXCOORD2;
};
TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap);
TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
half _Size;
half _WaterLevel;
half _MaxDepth;
half _BlendDistance;
half4x4 _MainLightDir;
float3 ReconstructWorldPos(half2 screenPos, float depth)
{
#ifdef UNITY_REVERSED_Z
depth = 1 - depth;
#endif
// World Pos reconstriction
float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth * 2 - 1, 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;
return uv + offset * 0.1;
}
Varyings vert (Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionOS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
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 = SampleSceneDepth(screenPos.xy);
float4 WorldPos = ReconstructWorldPos(screenPos.xy, depth).xyzz;
Light mainLight = GetMainLight();
float3 lightPos = mul(WorldPos, _MainLightDir).xyz;
float2 uv = WorldPos.xz * 0.025 + _Time.x * 0.25;
float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, uv).w - 0.5;
float2 causticUV = CausticUVs(lightPos.xy, waveOffset);
half upperMask = saturate(-WorldPos.y + _WaterLevel);
half lowerMask = saturate((WorldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
float4 ref1 = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV + _Time.x, abs(WorldPos.y - _WaterLevel) * 4 / _BlendDistance);
float4 ref2 = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV * 2, abs(WorldPos.y - _WaterLevel) * 4 / _BlendDistance);
float ref = (ref1.z * ref2.z) * 10 + ref1.z + ref2.z;
float3 caustics = ref * min(upperMask, lowerMask);
caustics *= float3(ref1.w * 0.5, ref2.w * 0.75, ref2.x) * mainLight.color;
half3 output = caustics + 1;
#ifdef _DEBUG
return real4(caustics, 1);
#endif
return real4(output, 1);
}
ENDHLSL
}
}
}