From cb050e34d2c2b0be211b905d80e8bb35550e8682 Mon Sep 17 00:00:00 2001 From: Mustapha_DT Date: Wed, 5 Mar 2025 22:04:25 +0800 Subject: [PATCH] [M] random by world pos --- Assets/Test/UnderWater/testshader.shader | 42 +- Assets/Test/UnderWater/underwater.unity | 476 +++++++++++++++++- Assets/Test/UnderWater/zzwater_testshader.mat | 1 + 3 files changed, 482 insertions(+), 37 deletions(-) diff --git a/Assets/Test/UnderWater/testshader.shader b/Assets/Test/UnderWater/testshader.shader index 9078fc5..8d7e070 100644 --- a/Assets/Test/UnderWater/testshader.shader +++ b/Assets/Test/UnderWater/testshader.shader @@ -4,10 +4,6 @@ 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 @@ -35,54 +31,38 @@ Shader "zzwater/testshader" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + sampler2D _MainTex; + float4 _MainTex_ST; + 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; + float3 phase: TEXTCOORD1; }; - 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); + float4x4 mx = GetObjectToWorldMatrix(); + o.positionHCS = TransformObjectToHClip(v.positionOS); + float factor = dot(float3(mx[0].w, mx[1].w, mx[2].w), 1); + o.phase = sin(_Time.y * factor); 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); + clip(albedo.a - 0.5); + return float4(i.phase.xxx, 1); } ENDHLSL } diff --git a/Assets/Test/UnderWater/underwater.unity b/Assets/Test/UnderWater/underwater.unity index e092b04..3c42cb3 100644 --- a/Assets/Test/UnderWater/underwater.unity +++ b/Assets/Test/UnderWater/underwater.unity @@ -38,7 +38,6 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0.3710032, g: 0.3785125, b: 0.35738343, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: @@ -134,6 +133,7 @@ GameObject: - component: {fileID: 850493789} - component: {fileID: 850493788} - component: {fileID: 850493787} + - component: {fileID: 850493790} m_Layer: 0 m_Name: Main Camera m_TagString: MainCamera @@ -158,8 +158,8 @@ Camera: m_GameObject: {fileID: 850493786} m_Enabled: 1 serializedVersion: 2 - 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