本文实例为大家分享了unity实现透明水波纹扭曲的具体代码,供大家参考,具体内容如下
需要挂一个摄像机把脚本挂在一个物体上
可随意在物体上面点击
shader:
Shader "Unlit/Water" { Properties { _MAInTex ("Texture", 2D) = "white" {} _WaterUV("WaterUV",2D)="while"{} _WaterIntensity("WaterIntensity",float)=500 } SubShader { GrabPass{ Name "BASE" Tags { "Mode" = "Always" } } Tags { "Queue"="Transparent+100" "RenderType"="Transparent" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:Normal; }; struct v2f { float2 uv : TEXCOORD0; float4 grabuv:TEXCOORD1; float4 vertex : SV_POSITION; float3 normal:Normal; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _GrabTexture; sampler2D _WaterUV; float4 _GrabTexture_TexelSize; float _WaterIntensity; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); o.grabuv=ComputeGrabScreenPos(o.vertex); o.normal=v.normal; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); float2 uv=tex2D(_WaterUV,i.uv).xy; uv= (uv-0.5)*2; float2 offset_ =uv * _GrabTexture_TexelSize.xy*_WaterIntensity; float4 grabuv=i.grabuv; grabuv.xy+=sin(offset_); fixed4 grabCol=tex2Dproj(_GrabTexture,UNITY_PROJ_COORD(grabuv)); return col*grabCol; } ENDCG } } }
C#:
using UnityEngine; using System.Collections; using System.Threading; public class Water : MonoBehaviour { public int m_texHeight = 512; public int m_texWidth = 512; public Texture2D m_waterTexture = null; private Material m_waterMatrial; private float[,] waveA; private float[,] waveB; public float decrement=0.025f; public Camera m_waterCam; private int time; void Start() { m_waterTexture = new Texture2D(m_texWidth, m_texHeight, TextureFormat.RGBA32, false); m_waterMatrial = GetComponent<MeshRenderer>().material; waveA = new float[m_texWidth, m_texHeight]; waveB = new float[m_texWidth, m_texHeight]; m_waterMatrial.SetTexture("_WaterUV", m_waterTexture); allColor = new Color[m_texWidth* m_texHeight]; Thread t = new Thread(new ThreadStart(ThreadWave)); t.Start(); // m_waterMatrial.SetTexture("_MainTex", m_waterTexture); } public void PopWater(Vector2 pos) { float x=pos.x; float y=pos.y; waveA[(int)(m_texWidth * x) , (int)(m_texHeight * y)] = 1; //waveA[(int)(m_texWidth * x) - 1, (int)(m_texHeight * y) ] = 1; //waveA[(int)(m_texWidth * x) + 1, (int)(m_texHeight * y) ] = 1; //waveA[(int)(m_texWidth * x) , (int)(m_texHeight * y) - 1] = 1; //waveA[(int)(m_texWidth * x), (int)(m_texHeight * y) + 1] = 1; //waveA[(int)(m_texWidth * x) - 1, (int)(m_texHeight * y) - 1] = 1; //waveA[(int)(m_texWidth * x) - 1, (int)(m_texHeight * y) + 1] = 1; //waveA[(int)(m_texWidth * x) + 1, (int)(m_texHeight * y) - 1] = 1; //waveA[(int)(m_texWidth * x) + 1, (int)(m_texHeight * y) + 1] = 1; } public void PopWater() { waveA[(int)(m_texWidth / 2), (int)(m_texHeight / 2)] = 1; waveA[(int)(m_texWidth / 2) - 1, (int)(m_texHeight / 2)] = 1; waveA[(int)(m_texWidth / 2) + 1, (int)(m_texHeight / 2)] = 1; waveA[(int)(m_texWidth / 2), (int)(m_texHeight / 2) - 1] = 1; waveA[(int)(m_texWidth / 2), (int)(m_texHeight / 2) + 1] = 1; waveA[(int)(m_texWidth / 2) - 1, (int)(m_texHeight / 2) - 1] = 1; waveA[(int)(m_texWidth / 2) - 1, (int)(m_texHeight / 2) + 1] = 1; waveA[(int)(m_texWidth / 2) + 1, (int)(m_texHeight / 2) - 1] = 1; waveA[(int)(m_texWidth / 2) + 1, (int)(m_texHeight / 2) + 1] = 1; } void Update() { ComputeWave(); if (Input.GetMouseButtonDown(0)) { RaycastHit rh; if (Physics.Raycast(m_waterCam.ScreenPointToRay(Input.mousePosition), out rh)) { PopWater(rh.textureCoord); } } time = (int)Time.deltaTime * 1000; } void OnDestroy() { f = false; } bool f = true; void ThreadWave() { while (f) { Thread.Sleep(time); for (int w = 1; w < m_texWidth - 1; w++) { for (int h = 1; h < m_texHeight - 1; h++) { waveB[w, h] = (waveA[w - 1, h] + waveA[w + 1, h] + waveA[w, h - 1] + waveA[w, h + 1] + waveA[w - 1, h - 1] + waveA[w + 1, h - 1] + waveA[w - 1, h + 1] + waveA[w + 1, h + 1]) / 4 - waveB[w, h]; float value = waveB[w, h]; if (value > 1) { waveB[w, h] = 1; } if (value < -1) { waveB[w, h] = -1; } if (value > -0.0001 && value < 0.0001) { waveB[w, h] = 0; } float offset_u = (waveB[w - 1, h] - waveB[w + 1, h]) / 2; float offset_v = ((waveB[w, h - 1]) - waveB[w, h + 1]) / 2; float r = offset_u / 2 + 0.5f; float g = offset_v / 2 + 0.5f; Color c = new Color(r, g, 0); waveB[w, h] -= waveB[w, h] * decrement; allColor[w + m_texWidth * h] = c; } } float[,] temp; temp = waveA; waveA = waveB; waveB = temp; } } private Color[] allColor; void ComputeWave() { m_waterTexture.SetPixels(allColor); m_waterTexture.Apply(); } }
效果图: