写一个unity能用的海面shader
时间: 2024-02-24 21:59:19 浏览: 136
Unity3D海面效果 Stylized Water Shader
以下是一个简单的海面shader,可以在Unity中使用。该shader使用了Unity内置的水面着色器,并添加了一些自定义的特性来实现更逼真的海面效果。请注意,这只是一个基本的示例,您可以根据需要进行更改和优化。
```shader
Shader "Custom/Water" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_WaveSpeed ("Wave Speed", Range(0, 10)) = 1
_WaveStrength ("Wave Strength", Range(0, 1)) = 0.1
_ShorelineColor ("Shoreline Color", Color) = (0.8,0.8,0.8,1)
_ShorelineWidth ("Shoreline Width", Range(0, 0.1)) = 0.01
_ShorelineOffset ("Shoreline Offset", Range(0, 1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
sampler2D _NormalMap;
float _WaveSpeed;
float _WaveStrength;
float _ShorelineWidth;
float _ShorelineOffset;
float4 _ShorelineColor;
struct Input {
float2 uv_MainTex;
float3 worldPos;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
// Sample textures
float4 tex = tex2D(_MainTex, IN.uv_MainTex);
float4 normal = tex2D(_NormalMap, IN.uv_MainTex);
// Calculate wave displacement
float2 wave = sin(IN.worldPos.xz * _WaveSpeed + _Time.y) * _WaveStrength;
float3 offset = float3(wave.x, 0, wave.y);
// Calculate shoreline mask
float shoreMask = saturate((IN.worldPos.y - _ShorelineOffset) / _ShorelineWidth);
// Apply shoreline color
o.Albedo = lerp(tex.rgb, _ShorelineColor.rgb, shoreMask);
o.Alpha = tex.a;
// Apply normal map
o.Normal = UnpackNormal(normal);
o.Normal = normalize(o.Normal + offset);
// Set specular and smoothness
o.Metallic = 0;
o.Smoothness = 0.5;
}
ENDCG
}
FallBack "Diffuse"
}
```
请注意,在使用此shader时,您还需要创建一个适当的水面网格,并将其应用到该shader上。
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