一、工程截图
二、控制水底波的Shader
//水底光影效果
Shader "Custom/UnderwaterLightShadow"
{
Properties
{
//水底纹理
_MainTex ("Texture", 2D) = "white" {}
//光影灰度图
_LightTex("Light Shadow", 2D) = "white" {}
//光影颜色
_LightColor("Light Color", Color) = (1,1,1,1)
//频率(X轴方向)
_FrequencyX("FrequencyX", float) = 2
//频率(Y轴方向)
_FrequencyY("FrequencyY", float) = 2
//波动周期(X轴方向)
_CycleX("CycleX", float) = 10
//波动周期(Y轴方向)
_CycleY("CycleY", float) = 10
//波动幅度(X轴方向)
_AmplitudeX("AmplitudeX", float) = 0.003
//波动幅度(Y轴方向)
_AmplitudeY("AmplitudeY", float) = 0.003
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _LightTex;
float4 _LightTex_ST;
float4 _LightColor;
float _FrequencyX;
float _FrequencyY;
float _CycleX;
float _CycleY;
float _AmplitudeX;
float _AmplitudeY;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//控制光影图像素偏移
float2 uv_offset = float2(0,0);
//水平震动
uv_offset.x = sin(_FrequencyX * _Time.y + _CycleY * i.uv.y * UNITY_TWO_PI) * _AmplitudeX;
//垂直震动
uv_offset.y = sin(_FrequencyY * _Time.y + _CycleX * i.uv.x * UNITY_TWO_PI) * _AmplitudeY;
//处理Tiling和Offset
float2 uv = i.uv * _LightTex_ST.xy + _LightTex_ST.zw;
//纹理采样
fixed4 light_color = tex2D(_LightTex, uv + uv_offset) * _LightColor;
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) + light_color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
运行效果