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- 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
- }
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