Shader "Custom/WaterWave Effect" { Properties { _MainTex("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog{ Mode off } CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; float4 _MainTex_TexelSize; uniform float _distanceFactor; uniform float _timeFactor; uniform float _totalFactor; uniform float _wavePower; uniform float _timeFade; uniform float4 _startPos; uniform float _effectDis; fixed4 frag(v2f_img i) : SV_Target { //DX下纹理坐标反向问题 #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) _startPos.y = 1 - _startPos.y; #endif //计算uv到中间点的向量(向外扩,反过来就是向里缩) float2 dv = _startPos.xy - i.uv; //按照屏幕长宽比进行缩放 dv *= float2(_ScreenParams.x / _ScreenParams.y, 1); //计算像素点距中点的距离 float dis = sqrt(dv.x * dv.x + dv.y * dv.y); float2 uv = i.uv; if (_effectDis == 0 || dis < _effectDis) { //用sin函数计算出波形的偏移值factor //dis在这里都是小于1的,所以我们需要乘以一个比较大的数,比如60,这样就有多个波峰波谷 //sin函数是(-1,1)的值域,我们希望偏移值很小,所以这里我们缩小100倍,据说乘法比较快,so... float sinFactor = sin(dis * _distanceFactor + _Time.y * _timeFactor) * _totalFactor * 0.01; //计算每个像素uv的偏移值 float2 offset = normalize(dv) * sinFactor; //像素采样时偏移offset uv += offset * pow(dis, _wavePower) * _timeFade; } fixed4 c = tex2D(_MainTex, uv); return c; } ENDCG } } Fallback off }