[WIP] water plant

This commit is contained in:
2025-03-05 11:15:47 +08:00
parent 6752d8b4f8
commit 2ebc7db115
12 changed files with 715 additions and 1 deletions

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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
{
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"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 - 0.5);
return half4(i.r1,0,0, 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
}
}
}

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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
}
}
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