From d2d11c52e38fd5f26deb39ebe14a75987480624f Mon Sep 17 00:00:00 2001 From: Mustapha_DT Date: Thu, 6 Mar 2025 16:55:41 +0800 Subject: [PATCH] [M] water plant shader graph --- Assets/Test/UnderWater/TUlit.shadergraph | 990 +++++++++ Assets/Test/UnderWater/TUlit.shadergraph.meta | 10 + Assets/Test/UnderWater/testshader.shader | 2 +- Assets/Test/Wind/WaveAnimTest.shadergraph | 5 +- Packages/zzwater/Mats/WaterPlantG.mat | 133 ++ Packages/zzwater/Mats/WaterPlantG.mat.meta | 8 + .../zzwater/Mats}/water_plant.mat | 8 +- .../zzwater/Mats}/water_plant.mat.meta | 0 .../zzwater/shaders/WaterPlantG.shadergraph | 1936 +++++++++++++++++ .../shaders/WaterPlantG.shadergraph.meta | 10 + Packages/zzwater/shaders/libs/WaveObj.hlsl | 28 + .../zzwater/shaders/libs/WaveObj.hlsl.meta | 7 + Packages/zzwater/shaders/water_plant.shader | 81 +- 13 files changed, 3170 insertions(+), 48 deletions(-) create mode 100644 Assets/Test/UnderWater/TUlit.shadergraph create mode 100644 Assets/Test/UnderWater/TUlit.shadergraph.meta create mode 100644 Packages/zzwater/Mats/WaterPlantG.mat create mode 100644 Packages/zzwater/Mats/WaterPlantG.mat.meta rename {Assets/Test/UnderWater => Packages/zzwater/Mats}/water_plant.mat (95%) rename {Assets/Test/UnderWater => Packages/zzwater/Mats}/water_plant.mat.meta (100%) create mode 100644 Packages/zzwater/shaders/WaterPlantG.shadergraph create mode 100644 Packages/zzwater/shaders/WaterPlantG.shadergraph.meta create mode 100644 Packages/zzwater/shaders/libs/WaveObj.hlsl create mode 100644 Packages/zzwater/shaders/libs/WaveObj.hlsl.meta diff --git a/Assets/Test/UnderWater/TUlit.shadergraph b/Assets/Test/UnderWater/TUlit.shadergraph new file mode 100644 index 0000000..28d2184 --- /dev/null +++ b/Assets/Test/UnderWater/TUlit.shadergraph @@ -0,0 +1,990 @@ +{ + "m_SGVersion": 3, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + "m_ObjectId": "a83ef416392349f4aca0150f295e2fc3", + "m_Properties": [ + { + "m_Id": 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+#define WATER_OBJ_INCLUDE + +#ifndef GET_TF_FROM_M +#define GET_TF_FROM_M(m) dot(float3(m[0].w, m[1].w, m[2].w),1) +#endif + +inline float3 GetObjWaveDisplacement(float3 positionOS, float4 waterDir, float freq, float intensity, float factor) +{ + float3 positionWS = TransformObjectToWorld(positionOS); + float objFreq = _Time.y * freq + positionWS.y ; + float objPhase = objFreq + GET_TF_FROM_M(GetObjectToWorldMatrix()) * waterDir.w; + + float branchPhase = objPhase + dot(positionOS.xyz,1); + + float offset = sin(objPhase) + cos(branchPhase); + + return normalize(waterDir.xyz) * offset * factor * intensity; +} + +void GGetObjWaveDisplacement_float(float3 positionOS, float4 waterDir, float freq, float intensity, float factor, out float3 Out) +{ + Out = GetObjWaveDisplacement(positionOS, waterDir, freq, intensity, factor); +} + +#endif //WATER_OBJ_INCLUDE diff --git a/Packages/zzwater/shaders/libs/WaveObj.hlsl.meta b/Packages/zzwater/shaders/libs/WaveObj.hlsl.meta new file mode 100644 index 0000000..136ef65 --- /dev/null +++ b/Packages/zzwater/shaders/libs/WaveObj.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a46a1e71fdaff524b9227e1bb5d54401 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/zzwater/shaders/water_plant.shader b/Packages/zzwater/shaders/water_plant.shader index abee2df..ba41bc7 100644 --- a/Packages/zzwater/shaders/water_plant.shader +++ b/Packages/zzwater/shaders/water_plant.shader @@ -3,41 +3,49 @@ 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) + _TineColor("Tine color", Color) = (1,1,1) + _SwayFreq("Sway Frequency", Range(0,5)) = 1.0 + _SwayIntensity("Sway Intensity", Range(0.05,0.5)) = 0.1 + _WaterDir("Water Direction", Vector) = (1,0,0,0) + // _waterDir.w for wave diff from each other } SubShader { - Tags - { - "RenderType" = "Opaque" - "RenderPipeline" = "UniversalPipeline" - "UniversalMaterialType" = "Lit" - "IgnoreProjector" = "True" + Tags + { + "RenderPipeline"="UniversalPipeline" + "RenderType"="Opaque" + "UniversalMaterialType" = "Unlit" + "Queue"="Geometry" + "DisableBatching"="False" } - LOD 300 Pass { - Name "ForwardLit" - Tags { "LightMode" = "UniversalForward" } - ZCLIP On + Name "Universal Forward" + + Tags + { + // LightMode: + } + + // Render State + Cull Back + Blend One Zero + ZTest LEqual + ZWrite 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" + #include "Packages/zzwater/shaders/libs/WaveObj.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; - float3 normalOS : NORMAL; float4 color : COLOR; }; @@ -45,34 +53,29 @@ Shader "zzwater/waterPlant" { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; - float3 normalWS : TEXCOORD1; - float4 color : TEXCOORD2; + float4 color : TEXCOORD1; }; - sampler2D _MainTex; + + CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; + float3 _TineColor; half _SwayFreq; - half _SubFreq; half _SwayIntensity; - float4 _WindDir; + float4 _WaterDir; + CBUFFER_END + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + 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; + float3 displacement; + v.positionOS.xyz += GetObjWaveDisplacement(v.positionOS, _WaterDir, _SwayFreq, _SwayIntensity, v.color.a); o.positionHCS = TransformObjectToHClip(v.positionOS.xyz); - o.normalWS = TransformObjectToWorldNormal(v.normalOS); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; return o; @@ -80,15 +83,9 @@ Shader "zzwater/waterPlant" half4 frag (Varyings i) : SV_Target { - half4 albedo = tex2D(_MainTex, i.uv); + half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_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); + return half4(albedo.rgb * _TineColor, 1.0); } ENDHLSL }