Unity Shader学习:2D图形绘制(蓝天白云大海)

Unity Shader学习:2D图形绘制(蓝天白云大海)

基本是一些数学上的算法
Unity Shader学习:2D图形绘制(蓝天白云大海)_第1张图片
shader部分:

Shader "Unlit/2D-Ocean"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_SunColor("SunColor",Color) = (1,1,1,1)
		_SunRoundColor("SunRoundColor",Color) = (1,0,0,1)
		_WaveColor1("WaveColor1",Color) = (1,1,1,1)
		_WaveColor2("WaveColor2",Color) = (1,1,1,1)
		_WaveColor3("WaveColor3",Color) = (1,1,1,1)
		_WaveColor4("WaveColor4",Color) = (1,1,1,1)
		_WaveColor5("WaveColor5",Color) = (1,1,1,1)
		_SkyColor("SkyColor",Color)=(0,1,0,1)
	    _CloudPos1("CloudPos1",Vector)=(0,0,0,0)
		_CloudPos2("CloudPos2",Vector) = (0,0,0,0)
		_CloudPos3("CloudPos3",Vector) = (0,0,0,0)
		_CloudPos4("CloudPos4",Vector) = (0,0,0,0)
		_CloudPos5("CloudPos5",Vector) = (0,0,0,0)
		_WaveFactor1("WaveFactor1",Vector)=(0,0,0,0)
		_WaveFactor2("WaveFactor2",Vector) = (0,0,0,0)
		_WaveFactor3("WaveFactor3",Vector) = (0,0,0,0)
		_WaveFactor4("WaveFactor4",Vector) = (0,0,0,0)
		_WaveFactor5("WaveFactor5",Vector) = (0,0,0,0)
		_SunPos("SunPos",Vector)=(0,0,0,0)
		_SunRoundFactor("SunRoundFactor",Range(0.0,2.0)) = 0.1
		_SunSize("SunSize",Range(0.0,1.0)) = 1.0
	}
	SubShader
	{
		Tags { "RenderType"="Transparent" }
		LOD 100

		Blend SrcAlpha  OneMinusSrcAlpha
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			float4 _CloudPos1;
			float4 _CloudPos2;
			float4 _CloudPos3;
			float4 _CloudPos4;
			float4 _CloudPos5;
			float4 _WaveColor1;
			float4 _WaveColor2;
			float4 _WaveColor3;
			float4 _WaveColor4;
			float4 _WaveColor5;
			float4 _WaveFactor1;
			float4 _WaveFactor2;
			float4 _WaveFactor3;
			float4 _WaveFactor4;
			float4 _WaveFactor5;
			float4 _SunColor;
			float4 _SunRoundColor;
			float4 _SunPos;
			float _SunRoundFactor;
			float _SunSize;
			float4 _SkyColor;
			
			//画单个圆(uv,位置,大小,抗锯齿)
			float4 Circle(float2 uv, float2 center, float size, float blur) {
				uv = uv - center;
				uv = uv / size;
				float len = length(uv);
				//长度大于一个半径单位透明度为0,小于透明度为1
				float val = smoothstep(1.0,1.0-blur, len);
				return float4(1, 1, 1, val);
			}

			//画单个云
			float4 DrawCloud(float2 uv, float2 center, float size) {
				uv = uv - center;
				uv = uv / size;
				float4 col = Circle(uv, float2(0.0, 0.0), 0.2, 1);
				//将圆中不想要的部分剪切掉
				col = col * smoothstep(-0.1, -0.1 + 0.01, uv.y);
				//圆摆放不同位置组成云
				col += Circle(uv, float2(0.15, -0.05), 0.1, 1);
				col += Circle(uv, float2(0.0, -0.1), 0.11, 1);
				col += Circle(uv, float2(-0.15, -0.1), 0.1, 1);
				col += Circle(uv, float2(-0.3, -0.08), 0.1, 1);
				col += Circle(uv, float2(-0.2, 0.0), 0.15, 1);
				return col;
			}

			//画复数云
			float4 DrawClouds(float2 uv) {
				uv.x += 0.03*_Time.y;
				//使得左右连续
				uv.x = frac(uv.x + 0.5) - 0.5;
				float4 col = DrawCloud(uv, _CloudPos1.xy, 0.1);
				col += DrawCloud(uv, _CloudPos2.xy, 0.12);
				col += DrawCloud(uv, _CloudPos3.xy, 0.14);
				col += DrawCloud(uv, _CloudPos4.xy, 0.16);
				col += DrawCloud(uv, _CloudPos5.xy, 0.18);
				return col;
			}

			//画太阳光环
			float4 DrawSunCircle(float2 uv,float2 center,float size) {
				uv = uv - center;
				uv = uv / size;
				//atan2返回点(x,y)与x轴的夹角,范围(-π,π]
				//获取极坐标的θ角度
				float degree = atan2(uv.y , uv.x ) + _Time.y * -0.1;
				//uv向量离中心点距离
				//获取极坐标的r=x2+y2开方
				float len = length(uv);
				//根据极坐标玫瑰线:r(θ)=a*sin(kθ)
				//求得r;a为扩散幅度,k为花瓣数*0.5
				float r = 0.3*abs(sin(degree*5.0));
				//画花瓣
				//保留r值小于到中心点距离的所有像素
				float sunRound= smoothstep(r + 0.1 + _SunRoundFactor, r + _SunRoundFactor, len);
				return float4(1,1,1,sunRound)*_SunRoundColor;
			}

			//画波浪(参数:uv,频率,振幅,整体高度,移动速度)
			float4 DrawWave(float2 uv,float waveFrequency,float waveAmplitude,float waveHeight,float speed) {
				uv.x += speed * _Time.y;
				uv.y += sin(_Time.y+waveHeight)*0.02;
				//uv.y大于sin函数的部分透明度为0,小于的部分透明度为1
				float val = uv.y - sin(uv.x*waveFrequency)*waveAmplitude - waveHeight;
				val = smoothstep(0.001,0.0, val);
				return float4(1, 1, 1, val);
			}

			//画背景
			float4 DrawBackground(float2 uv) {
				float4 val = lerp(float4(1,1,1,1), _SkyColor, uv.y);
				return val;
			}

			//混合图层(b为前景,a为背景)
			float4 LerpImages(float4 a, float4 b) {
				return float4(lerp(a, b, b.a).rgb, a.a + b.a);
			}

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				return o;
			}
			
			float4 frag (v2f i) : SV_Target
			{ 
				//太阳中心
				float4 sunCoreColor = Circle(i.uv, _SunPos.xy, _SunSize, 0.05)*_SunColor;
				//太阳光环
				float4 sunAroundColor = DrawSunCircle(i.uv, _SunPos.xy, _SunSize);
				//云
				float4 cloudsColor = DrawClouds(i.uv);
				//波浪
				float4 wave1 = DrawWave(i.uv, _WaveFactor1.x, _WaveFactor1.y, _WaveFactor1.z, _WaveFactor1.w)*_WaveColor1;
				float4 wave2 = DrawWave(i.uv, _WaveFactor2.x, _WaveFactor2.y, _WaveFactor2.z, _WaveFactor2.w)*_WaveColor2;
				float4 wave3 = DrawWave(i.uv, _WaveFactor3.x, _WaveFactor3.y, _WaveFactor3.z, _WaveFactor3.w)*_WaveColor3;
				float4 wave4 = DrawWave(i.uv, _WaveFactor4.x, _WaveFactor4.y, _WaveFactor4.z, _WaveFactor4.w)*_WaveColor4;
				float4 wave5 = DrawWave(i.uv, _WaveFactor5.x, _WaveFactor5.y, _WaveFactor5.z, _WaveFactor5.w)*_WaveColor5;
				//背景
				float4 backgroundColor = DrawBackground(i.uv);
				//图层叠加
				float4 finalColor = LerpImages(backgroundColor, sunAroundColor);
				finalColor = LerpImages(finalColor, sunCoreColor);
				finalColor=  LerpImages(finalColor, wave1);
				finalColor = LerpImages(finalColor, wave2);
				finalColor = LerpImages(finalColor, wave3);
				finalColor = LerpImages(finalColor, wave4);
				finalColor = LerpImages(finalColor, wave5);
				finalColor = LerpImages(finalColor, cloudsColor);
				return finalColor;
			}
			ENDCG
		}
	}
}

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