上一篇是实现了pbr的水面效果,这次延申拓展一下实现一下卡通的水面效果。
动图效果:
normal的流动 + 菲涅尔lerp + 多阶色 + 反射 + 折射 + 水沫扭曲 + 水沫流动 + Gerstner算法
_Diff_Set ("漫反射调节", Range(0, 10)) = 1.71
_SpecSet ("高光调节", Range(0, 10)) = 3.33
_SpecRange ("高光范围", Range(0, 10)) = 1.55
_NormalMap ("法线贴图", 2D) = "bump" {}
[Space][Space][Space][Space][Space][Space][Space][Space]
_uv_scale_1 ("uv大小调节(R)", Range(0, 3)) = 0.5
_uv_scale_2 ("uv大小调节(G)", Range(0, 3)) = 0.5
_uv_sclae_3 ("uv大小调节(B)", Range(0, 3)) = 0.5
_UV_Speed_1 ("uv速度调节(R)", Range(0, 1)) = 0.05
_UV_Speed_2 ("uv速度调节(G)", Range(0, 1)) = 0.005
_UV_Speed_3 ("uv速度调节(B)", Range(0, 1)) = 0.01
_normal1 ("法线强度(R)", Range(0, 3)) = 1
_normal2 ("法线强度(G)", Range(0, 3)) = 1
_normal3 ("法线强度(B)", Range(0, 3)) = 1
[Space][Space][Space][Space][Space][Space][Space][Space]
_water_color ("水颜色", Color) = (0,0.5656692,0.8455882,1)
[HideInInspector]_fre_int ("_fre_int", Range(0, 3)) = 1.51
_FresRange ("折射范围", Range(0, 3)) = 1
[Space][Space][Space][Space][Space][Space][Space][Space]
_colorNear ("颜色远", Color) = (0,0.8235294,0.7894523,1)
_colorFar ("颜色近", Color) = (0.02205884,0.1502028,1,1)
_Alpha ("透明度", Range(0, 1)) = 0.441
_refSet ("折射调节", Range(0, 5)) = 0.5
_specColor ("高光颜色", Color) = (0,0,0,1)
_diffStep ("漫反射层级", Range(0, 5)) = 2
_specStep ("高光层级", Range(0, 5)) = 0
[Space][Space][Space][Space][Space][Space][Space][Space]
__RefTex ("反射RT", 2D) = "black" {}
_flcSet ("反射调节", Range(0, 1)) = 0.25
_ReflDistort ("反射扰动", Range (0,3.5)) = 1.52
[Space][Space][Space][Space][Space][Space][Space][Space]
_FoamTex("水沫", 2D) = "black" {}
_FoamSpeedU("水沫速度1", Float) = 0.1
_FoamSpeedV("水沫速度2", Float) = 0.1
_FoamDistort("水沫速度扰动", Range(0,2)) = 0.05
_FoamLight1("水沫亮度1", Range(0,1)) = 0.067
_FoamLight2("水沫亮度2", Range(1,15)) = 6.08
_FoamColor("水沫颜色", Color) = (1,1,1,1)
float2 uv1 = ((i.uv0*_uv_scale_1)+(_Time*_UV_Speed_1)*float2(1,1));
float3 tex1RGB = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(uv1, _NormalMap)));
float2 uv2 = ((_uv_scale_2*i.uv0)+(_Time*_UV_Speed_2)*float2(1,-1));
float3 tex2RGB = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(uv2, _NormalMap)));
float2 uv3 = ((_uv_sclae_3*i.uv0)+(_Time*_UV_Speed_3)*float2(-1,1));
float3 tex3RGB = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(uv3, _NormalMap)));
float3 normalLocal = (float3((tex1RGB.r*_normal1),(tex1RGB.g*_normal1),tex1RGB.b)+float3((tex2RGB.r*_normal2),(tex2RGB.g*_normal2),tex2RGB.b)+float3((_normal3*tex3RGB.r),(_normal3*tex3RGB.g),tex3RGB.b));
float Fresnel = saturate(pow((dot(ViewDir,normalDir)*_fre_int),_FresRange));
i.refl.xy += normalLocal * _ReflDistort;
float4 __RefTex_var = tex2Dproj(__RefTex, UNITY_PROJ_COORD(i.refl));
half4 foamC = tex2D(_FoamTex,normalLocal.xy * _FoamDistort + i.uvFoam);
half foam = pow((foamC.r + foamC.g + foamC.b) * 0.333 + _FoamLight1, _FoamLight2);
float4 foamRgb = float4(foam * _FoamColor.rgb,1);
float3 finalColor = ((lerp(tex2D( _GrabTexture, (0.05*(((_refSet*(saturate(dot(normalLocal,float3(0.3,0.59,0.11)))-0.5))+0.5) - 0.5)*mul(tangentTransform, ViewDir).xy + sceneUVs.rg).rg).rgb,((_water_color.rgb*((_Diff_Set*(0.2 + floor(max(0,dot(ViewDir,normalDir)) * _diffStep) / (_diffStep - 1)))+(pow((_SpecSet*floor((max(0,dot(ViewDir,normalDir))*max(0,dot(normalDir,lightDir))) * _specStep) / (_specStep - 1)),_SpecRange)*_specColor.rgb)))+lerp(_colorFar.rgb,_colorNear.rgb,Fresnel)),_Alpha)+(__RefTex_var.rgb * _flcSet))+ foamRgb.rgb);
Shader "Toon/ToonWater" {
Properties {
_Diff_Set ("漫反射调节", Range(0, 10)) = 1.71
_SpecSet ("高光调节", Range(0, 10)) = 3.33
_SpecRange ("高光范围", Range(0, 10)) = 1.55
_NormalMap ("法线贴图", 2D) = "bump" {}
[Space][Space][Space][Space][Space][Space][Space][Space]
_uv_scale_1 ("uv大小调节(R)", Range(0, 3)) = 0.5
_uv_scale_2 ("uv大小调节(G)", Range(0, 3)) = 0.5
_uv_sclae_3 ("uv大小调节(B)", Range(0, 3)) = 0.5
_UV_Speed_1 ("uv速度调节(R)", Range(0, 1)) = 0.05
_UV_Speed_2 ("uv速度调节(G)", Range(0, 1)) = 0.005
_UV_Speed_3 ("uv速度调节(B)", Range(0, 1)) = 0.01
_normal1 ("法线强度(R)", Range(0, 3)) = 1
_normal2 ("法线强度(G)", Range(0, 3)) = 1
_normal3 ("法线强度(B)", Range(0, 3)) = 1
[Space][Space][Space][Space][Space][Space][Space][Space]
_water_color ("水颜色", Color) = (0,0.5656692,0.8455882,1)
[HideInInspector]_fre_int ("_fre_int", Range(0, 3)) = 1.51
_FresRange ("折射范围", Range(0, 3)) = 1
[Space][Space][Space][Space][Space][Space][Space][Space]
_colorNear ("颜色远", Color) = (0,0.8235294,0.7894523,1)
_colorFar ("颜色近", Color) = (0.02205884,0.1502028,1,1)
_Alpha ("透明度", Range(0, 1)) = 0.441
_refSet ("折射调节", Range(0, 5)) = 0.5
_specColor ("高光颜色", Color) = (0,0,0,1)
_diffStep ("漫反射层级", Range(0, 5)) = 2
_specStep ("高光层级", Range(0, 5)) = 0
[Space][Space][Space][Space][Space][Space][Space][Space]
__RefTex ("反射RT", 2D) = "black" {}
_flcSet ("反射调节", Range(0, 1)) = 0.25
_ReflDistort ("反射扰动", Range (0,3.5)) = 1.52
[Space][Space][Space][Space][Space][Space][Space][Space]
_FoamTex("水沫", 2D) = "black" {}
_FoamSpeedU("水沫速度1", Float) = 0.1
_FoamSpeedV("水沫速度2", Float) = 0.1
_FoamDistort("水沫速度扰动", Range(0,2)) = 0.05
_FoamLight1("水沫亮度1", Range(0,1)) = 0.067
_FoamLight2("水沫亮度2", Range(1,15)) = 6.08
_FoamColor("水沫颜色", Color) = (1,1,1,1)
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
sampler2D _GrabTexture;
float _Diff_Set;
float _SpecSet;
float _SpecRange;
sampler2D _NormalMap; uniform float4 _NormalMap_ST;
float _uv_scale_1;
float _uv_scale_2;
float _uv_sclae_3;
float _UV_Speed_1;
float _UV_Speed_2;
float _UV_Speed_3;
float _normal1;
float _normal2;
float _normal3;
float4 _water_color;
float _fre_int;
float _FresRange;
float4 _colorNear;
float4 _colorFar;
float _Alpha;
float _refSet;
float4 _specColor;
float _diffStep;
float _specStep;
sampler2D __RefTex; uniform float4 __RefTex_ST;
float _flcSet;
half _ReflDistort;
sampler2D _FoamTex;
float4 _FoamTex_ST;
half _FoamSpeedU;
half _FoamSpeedV;
half _FoamDistort;
half _FoamLight1;
half _FoamLight2;
fixed4 _FoamColor;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
float4 screenPos : TEXCOORD5;
float4 refl : TEXCOORD6;
float2 uvmain : TEXCOORD7;
float2 uvFoam : TEXCOORD8;
UNITY_FOG_COORDS(6)
};
v2f vert (a2v v) {
v2f o = (v2f)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
o.refl = ComputeScreenPos(o.pos);
o.uvmain = TRANSFORM_TEX( v.texcoord0, __RefTex );
o.uvFoam = v.texcoord0 * _FoamTex_ST.xy + float2(_Time.y * _FoamSpeedU, _Time.y * _FoamSpeedV);
UNITY_TRANSFER_FOG(o,o.pos);
o.screenPos = o.pos;
return o;
}
float4 frag(v2f i) : COLOR {
#if UNITY_UV_STARTS_AT_TOP
float grabSign = -_ProjectionParams.x;
#else
float grabSign = _ProjectionParams.x;
#endif
i.normalDir = normalize(i.normalDir);
i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
i.screenPos.y *= _ProjectionParams.x;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 ViewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float2 uv1 = ((i.uv0*_uv_scale_1)+(_Time*_UV_Speed_1)*float2(1,1));
float3 tex1RGB = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(uv1, _NormalMap)));
float2 uv2 = ((_uv_scale_2*i.uv0)+(_Time*_UV_Speed_2)*float2(1,-1));
float3 tex2RGB = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(uv2, _NormalMap)));
float2 uv3 = ((_uv_sclae_3*i.uv0)+(_Time*_UV_Speed_3)*float2(-1,1));
float3 tex3RGB = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(uv3, _NormalMap)));
float3 normalLocal = (float3((tex1RGB.r*_normal1),(tex1RGB.g*_normal1),tex1RGB.b)+float3((tex2RGB.r*_normal2),(tex2RGB.g*_normal2),tex2RGB.b)+float3((_normal3*tex3RGB.r),(_normal3*tex3RGB.g),tex3RGB.b));
float3 normalDir = normalize(mul(normalLocal, tangentTransform ));
float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5;
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float Fresnel = saturate(pow((dot(ViewDir,normalDir)*_fre_int),_FresRange));
i.refl.xy += normalLocal * _ReflDistort;
float4 __RefTex_var = tex2Dproj(__RefTex, UNITY_PROJ_COORD(i.refl));
half4 foamC = tex2D(_FoamTex,normalLocal.xy * _FoamDistort + i.uvFoam);
half foam = pow((foamC.r + foamC.g + foamC.b) * 0.333 + _FoamLight1, _FoamLight2);
float4 foamRgb = float4(foam * _FoamColor.rgb,1);
float3 finalColor = ((lerp(tex2D( _GrabTexture, (0.05*(((_refSet*(saturate(dot(normalLocal,float3(0.3,0.59,0.11)))-0.5))+0.5) - 0.5)*mul(tangentTransform, ViewDir).xy + sceneUVs.rg).rg).rgb,((_water_color.rgb*((_Diff_Set*(0.2 + floor(max(0,dot(ViewDir,normalDir)) * _diffStep) / (_diffStep - 1)))+(pow((_SpecSet*floor((max(0,dot(ViewDir,normalDir))*max(0,dot(normalDir,lightDir))) * _specStep) / (_specStep - 1)),_SpecRange)*_specColor.rgb)))+lerp(_colorFar.rgb,_colorNear.rgb,Fresnel)),_Alpha)+(__RefTex_var.rgb * _flcSet))+ foamRgb.rgb);
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
FallBack "Diffuse"
}