[WIP] water plant
This commit is contained in:
8
Assets/Test/UnderWater.meta
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8
Assets/Test/UnderWater.meta
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90
Assets/Test/UnderWater/testshader.shader
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90
Assets/Test/UnderWater/testshader.shader
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Shader "zzwater/testshader"
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{
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Properties
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{
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_SwayFreq("Sway Frequency", Range(0,10)) = 1.0
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_SubFreq("sub Frequency", Range(0,100)) = 1.0
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_SwayIntensity("Sway Intensity", Range(0,2)) = 0.1
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_WindDir("Wind Direction", Vector) = (1,0,0,0)
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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"IgnoreProjector" = "True"
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}
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LOD 300
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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ZCLIP On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float3 normalOS : NORMAL;
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float4 color : COLOR;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float4 color : TEXCOORD2;
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float r1 : TEXCOORD3;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half _SwayFreq;
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half _SubFreq;
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half _SwayIntensity;
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float4 _WindDir;
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Varyings vert (Attributes v)
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{
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Varyings o;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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o.normalWS = TransformObjectToWorldNormal(v.normalOS);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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//o.r1 = dot(unity_ObjectToWorld[3].xyz, 1);;
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float3 positionWS = TransformObjectToWorld(v.positionOS.xyz);
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o.r1 = frac(dot(positionWS, 1));
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return o;
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}
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half4 frag (Varyings i) : SV_Target
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{
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half4 albedo = tex2D(_MainTex, i.uv);
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//clip(albedo.a - 0.5);
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return half4(i.r1,0,0, 1.0);
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return half4(albedo.rgb, 1.0);
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//Light mainLight = GetMainLight(TransformWorldToShadowCoord(i.positionHCS));
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// 简易光照模型[^2]
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//half3 diffuse = mainLight.color * saturate(dot(i.normalWS, mainLight.direction));
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//return half4(albedo.rgb * diffuse, 1.0);
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}
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ENDHLSL
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}
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}
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}
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9
Assets/Test/UnderWater/testshader.shader.meta
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306
Assets/Test/UnderWater/underwater.unity
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306
Assets/Test/UnderWater/underwater.unity
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8
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37
Assets/Test/UnderWater/zzwater_testshader.mat
Normal file
37
Assets/Test/UnderWater/zzwater_testshader.mat
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8
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96
Packages/zzwater/shaders/water_plant.shader
Normal file
96
Packages/zzwater/shaders/water_plant.shader
Normal file
@@ -0,0 +1,96 @@
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Shader "zzwater/waterPlant"
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{
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Properties
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{
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_SubFreq("sub Frequency", Range(0,100)) = 1.0
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SubShader
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LOD 300
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ZCLIP On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float3 normalOS : NORMAL;
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float4 color : COLOR;
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float4 color : TEXCOORD2;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half _SwayFreq;
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half _SubFreq;
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half _SwayIntensity;
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float4 _WindDir;
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Varyings vert (Attributes v)
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{
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Varyings o;
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// 顶点摆动算法[^1]
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float3 worldPos = TransformObjectToWorld(v.positionOS.xyz);
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float phase2 = phase * _SubFreq;
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float offset = clamp(sin(phase) + sin(phase2), -1.0, 1.0) * _SwayIntensity * v.color.a;
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// 风方向控制
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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return o;
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}
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half4 frag (Varyings i) : SV_Target
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{
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half4 albedo = tex2D(_MainTex, i.uv);
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clip(albedo.a - 0.5);
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return half4(albedo.rgb, 1.0);
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//Light mainLight = GetMainLight(TransformWorldToShadowCoord(i.positionHCS));
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// 简易光照模型[^2]
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}
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ENDHLSL
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}
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}
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}
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9
Packages/zzwater/shaders/water_plant.shader.meta
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9
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Reference in New Issue
Block a user