西游降魔背景
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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//DummyShaderTextExporter
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SubShader
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{
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// URP 标签规范:渲染类型+队列+渲染管线
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Tags
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{
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// 包含URP核心库(矩阵、空间转换、工具函数)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// 纹理/采样器定义(SRP Batcher兼容)
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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// CBUFFER_START:Unity SRP Batcher 兼容必备
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float _WaveStrength;
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float _WaveFactor;
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float _TimeScale;
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CBUFFER_END
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// 顶点着色器输入结构
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struct Attributes
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{
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float2 uv : TEXCOORD0; // UV坐标
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// 片元着色器输入结构
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struct Varyings
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{
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float4 positionHCS : SV_POSITION; // 裁剪空间顶点坐标
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};
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// 顶点着色器:负责坐标转换和UV传递
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Varyings vert(Attributes input)
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{
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Varyings output;
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// URP 官方函数:模型空间 → 裁剪空间(替代原手动矩阵乘法)
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// 纹理UV平铺与偏移(TRANSFORM_TEX是Unity标准宏)
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return output;
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}
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// 片元着色器:实现水下波纹扭曲效果
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half4 frag(Varyings input) : SV_Target
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{
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// 1. 获取当前时间(波动动画)
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// 2. 生成UV波动偏移(正弦+余弦组合,模拟自然水波)
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// 横向波动:基于UV.x + 时间
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// 纵向波动:基于UV.y + 时间 + 偏移,让波纹更自然无序
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float offsetY = cos(input.uv.y * _WaveFactor + time) * _WaveStrength;
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// 3. 用偏移后的UV采样纹理 = 最终扭曲效果
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float2 distortedUV = input.uv + float2(offsetX, offsetY);
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, distortedUV);
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return col;
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}
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ENDHLSL
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}
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}
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Reference in New Issue
Block a user