西游降魔背景

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xiaohaiwudi
2026-04-29 02:57:02 +08:00
parent 8c7e1ec302
commit 143f51d35d
24 changed files with 1166 additions and 0 deletions
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Shader "F4BY/WaterWave" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_WaveStrength ("Wave Strength", Float) = 0.01
_WaveFactor ("Wave Factor", Float) = 50
_TimeScale ("Time Scale", Float) = 10
}
//DummyShaderTextExporter
SubShader
{
// URP 标签规范:渲染类型+队列+渲染管线
Tags
{
"RenderType" = "Opaque"
"Queue" = "Geometry"
"RenderPipeline" = "UniversalPipeline"
}
LOD 200
Pass
{
// URP 标准 HLSL 包含文件
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// 包含URP核心库(矩阵、空间转换、工具函数)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// 纹理/采样器定义(SRP Batcher兼容)
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
// CBUFFER_START:Unity SRP Batcher 兼容必备
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float _WaveStrength;
float _WaveFactor;
float _TimeScale;
CBUFFER_END
// 顶点着色器输入结构
struct Attributes
{
float4 positionOS : POSITION; // 模型空间顶点坐标
float2 uv : TEXCOORD0; // UV坐标
};
// 片元着色器输入结构
struct Varyings
{
float4 positionHCS : SV_POSITION; // 裁剪空间顶点坐标
float2 uv : TEXCOORD0; // 传递UV
};
// 顶点着色器:负责坐标转换和UV传递
Varyings vert(Attributes input)
{
Varyings output;
// URP 官方函数:模型空间 → 裁剪空间(替代原手动矩阵乘法)
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
// 纹理UV平铺与偏移(TRANSFORM_TEX是Unity标准宏)
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
return output;
}
// 片元着色器:实现水下波纹扭曲效果
half4 frag(Varyings input) : SV_Target
{
// 1. 获取当前时间(波动动画)
float time = _Time.y * _TimeScale;
// 2. 生成UV波动偏移(正弦+余弦组合,模拟自然水波)
// 横向波动:基于UV.x + 时间
float offsetX = sin(input.uv.x * _WaveFactor + time) * _WaveStrength;
// 纵向波动:基于UV.y + 时间 + 偏移,让波纹更自然无序
float offsetY = cos(input.uv.y * _WaveFactor + time) * _WaveStrength;
// 3. 用偏移后的UV采样纹理 = 最终扭曲效果
float2 distortedUV = input.uv + float2(offsetX, offsetY);
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, distortedUV);
return col;
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}
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