From 2ebc7db11502dfc7eeccdb08ab9294a2e13049a8 Mon Sep 17 00:00:00 2001 From: tech Date: Wed, 5 Mar 2025 11:15:47 +0800 Subject: [PATCH] [WIP] water plant --- Assets/Test/UnderWater.meta | 8 + Assets/Test/UnderWater/testshader.shader | 90 ++++++ Assets/Test/UnderWater/testshader.shader.meta | 9 + Assets/Test/UnderWater/underwater.unity | 306 ++++++++++++++++++ Assets/Test/UnderWater/underwater.unity.meta | 7 + Assets/Test/UnderWater/water_plant.mat | 136 ++++++++ Assets/Test/UnderWater/water_plant.mat.meta | 8 + Assets/Test/UnderWater/zzwater_testshader.mat | 37 +++ .../UnderWater/zzwater_testshader.mat.meta | 8 + Assets/Test/Wind/WindCloth.mat | 2 +- Packages/zzwater/shaders/water_plant.shader | 96 ++++++ .../zzwater/shaders/water_plant.shader.meta | 9 + 12 files changed, 715 insertions(+), 1 deletion(-) create mode 100644 Assets/Test/UnderWater.meta create mode 100644 Assets/Test/UnderWater/testshader.shader create mode 100644 Assets/Test/UnderWater/testshader.shader.meta create mode 100644 Assets/Test/UnderWater/underwater.unity create mode 100644 Assets/Test/UnderWater/underwater.unity.meta create mode 100644 Assets/Test/UnderWater/water_plant.mat create mode 100644 Assets/Test/UnderWater/water_plant.mat.meta create mode 100644 Assets/Test/UnderWater/zzwater_testshader.mat create mode 100644 Assets/Test/UnderWater/zzwater_testshader.mat.meta create mode 100644 Packages/zzwater/shaders/water_plant.shader create mode 100644 Packages/zzwater/shaders/water_plant.shader.meta diff --git a/Assets/Test/UnderWater.meta b/Assets/Test/UnderWater.meta new file mode 100644 index 0000000..fcc773a --- /dev/null +++ b/Assets/Test/UnderWater.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7da0dbfdc8435420dae5b2af6596c68f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Test/UnderWater/testshader.shader b/Assets/Test/UnderWater/testshader.shader new file mode 100644 index 0000000..9078fc5 --- /dev/null +++ b/Assets/Test/UnderWater/testshader.shader @@ -0,0 +1,90 @@ + +Shader "zzwater/testshader" +{ + Properties + { + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _SwayFreq("Sway Frequency", Range(0,10)) = 1.0 + _SubFreq("sub Frequency", Range(0,100)) = 1.0 + _SwayIntensity("Sway Intensity", Range(0,2)) = 0.1 + _WindDir("Wind Direction", Vector) = (1,0,0,0) + } + + SubShader + { + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "UniversalPipeline" + "UniversalMaterialType" = "Lit" + "IgnoreProjector" = "True" + } + LOD 300 + + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + ZCLIP On + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + struct Attributes { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + float3 normalOS : NORMAL; + float4 color : COLOR; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 normalWS : TEXCOORD1; + float4 color : TEXCOORD2; + float r1 : TEXCOORD3; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + half _SwayFreq; + half _SubFreq; + half _SwayIntensity; + float4 _WindDir; + + Varyings vert (Attributes v) + { + Varyings o; + o.positionHCS = TransformObjectToHClip(v.positionOS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color; + //o.r1 = dot(unity_ObjectToWorld[3].xyz, 1);; + + float3 positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.r1 = frac(dot(positionWS, 1)); + return o; + } + + half4 frag (Varyings i) : SV_Target + { + half4 albedo = tex2D(_MainTex, i.uv); + //clip(albedo.a - 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_WindAmplitude: 1.88 - _WindSpeed: 0.14 - _WorkflowMode: 1 - _ZWrite: 1 diff --git a/Packages/zzwater/shaders/water_plant.shader b/Packages/zzwater/shaders/water_plant.shader new file mode 100644 index 0000000..abee2df --- /dev/null +++ b/Packages/zzwater/shaders/water_plant.shader @@ -0,0 +1,96 @@ +Shader "zzwater/waterPlant" +{ + Properties + { + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _SwayFreq("Sway Frequency", Range(0,10)) = 1.0 + _SubFreq("sub Frequency", Range(0,100)) = 1.0 + _SwayIntensity("Sway Intensity", Range(0,2)) = 0.1 + _WindDir("Wind Direction", Vector) = (1,0,0,0) + } + + SubShader + { + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "UniversalPipeline" + "UniversalMaterialType" = "Lit" + "IgnoreProjector" = "True" + } + LOD 300 + + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + ZCLIP On + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + struct Attributes { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + float3 normalOS : NORMAL; + float4 color : COLOR; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 normalWS : TEXCOORD1; + float4 color : TEXCOORD2; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + half _SwayFreq; + half _SubFreq; + half _SwayIntensity; + float4 _WindDir; + + Varyings vert (Attributes v) + { + Varyings o; + + // 顶点摆动算法[^1] + float3 worldPos = TransformObjectToWorld(v.positionOS.xyz); + float phase = worldPos.y * _SwayFreq + _Time.y; + float phase2 = phase * _SubFreq; + float offset = clamp(sin(phase) + sin(phase2), -1.0, 1.0) * _SwayIntensity * v.color.a; + //half offset = sin(phase) * _SwayIntensity * v.color.a; + + // 风方向控制 + float3 displacement = _WindDir.xyz * offset; + v.positionOS.xyz += displacement * 0.1; + + o.positionHCS = TransformObjectToHClip(v.positionOS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color; + return o; + } + + half4 frag (Varyings i) : SV_Target + { + half4 albedo = tex2D(_MainTex, i.uv); + clip(albedo.a - 0.5); + //return half4(i.color.aaa, 1.0); + return half4(albedo.rgb, 1.0); + //Light mainLight = GetMainLight(TransformWorldToShadowCoord(i.positionHCS)); + + // 简易光照模型[^2] + //half3 diffuse = mainLight.color * saturate(dot(i.normalWS, mainLight.direction)); + //return half4(albedo.rgb * diffuse, 1.0); + } + ENDHLSL + } + } +} diff --git a/Packages/zzwater/shaders/water_plant.shader.meta b/Packages/zzwater/shaders/water_plant.shader.meta new file mode 100644 index 0000000..8d60d77 --- /dev/null +++ b/Packages/zzwater/shaders/water_plant.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b1f0cdff4e5484686a1fd600c2d2c6b1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: