unity-shader-example-water

buildin效果图

urp效果图

Water.shader

Water.shader
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Shader "HHF/Example/Water"
{
Properties
{
[Header(Common)]
_Water01("Direction(XY) Speed(Z) Distort(W)",vector) = (1,1,0.1,0.05)
_Water02("Atten(X) Lightness(Y) Caustic(Z)",vector) = (1,1,3,0)
_Water03("Specular: Distort(X) Intensity(Y) Smoothness(Z)",vector) = (0.8,5,8,0)
_Water04("FoamRange(X) FoamNoise(Y)",vector) = (5,2.8,0,0)
_WaterRampTex("WaterRampTex",2D) = "white"{}

[Header(Normal)]
_NormalTex("NormalTex",2D) = "white"{}

[Header(Specular)]
_SpecularColor("Specular Color",color) = (1,1,1,1)

[Header(Reflection)]
_ReflectionTex("ReflectionTex",Cube) = "white"{}

[Header(Caustic)]
_CausticTex("CausticTex",2D) = "white"{}

[Header(Foam)]
_FoamTex("FoamTex", 2D) = "white" {}
_FoamColor("FoamColor",color) = (1,1,1,1)
}

SubShader
{
Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }

Pass
{
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float4 uv : TEXCOORD0;
float4 normalUV : TEXCOORD1;
float3 positionVS : TEXCOORD2;
float3 positionWS : TEXCOORD3;
float3 normalWS : TEXCOORD4;
float2 timeOffset : TEXCOORD5; // 随着时间流动的速度
};

CBUFFER_START(UnityPerMaterial)
float4 _Water01,_Water02,_Water03,_Water04;
float4 _WaterRampTex_ST;
float4 _NormalTex_ST;
half4 _SpecularColor;
float4 _FoamTex_ST;
half4 _FoamColor;
float4 _CausticTex_ST;
CBUFFER_END
TEXTURE2D (_NormalTex);SAMPLER(sampler_NormalTex);
TEXTURECUBE (_ReflectionTex);SAMPLER(sampler_ReflectionTex);
TEXTURE2D (_CausticTex);SAMPLER(sampler_CausticTex);
TEXTURE2D (_FoamTex);SAMPLER(sampler_FoamTex);

TEXTURE2D (_WaterRampTex);SAMPLER(sampler_WaterRampTex);
TEXTURE2D (_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D (_CameraOpaqueTexture);SAMPLER(sampler_CameraOpaqueTexture);

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.positionWS = TransformObjectToWorld(v.vertex.xyz);
o.positionVS = TransformWorldToView(o.positionWS);
o.positionCS = TransformObjectToHClip(v.vertex.xyz);

o.timeOffset = _Time.y * _Water01.z * _Water01.xy;
// 这里使用世界坐标,处理缩放不一样导致效果差异好大
o.uv.xy = o.positionWS.xz * _FoamTex_ST.xy + o.timeOffset;
o.normalUV.xy = TRANSFORM_TEX(v.uv,_NormalTex) + o.timeOffset ;
o.normalUV.zw = TRANSFORM_TEX(v.uv,_NormalTex) + o.timeOffset * float2(-1.07, 1.13);

o.normalWS = TransformObjectToWorldNormal(v.normal);
return o;
}

half4 frag(v2f i) : SV_Target
{
float distort = _Water01.w;
float atten = _Water02.x;
float lightness = _Water02.y;
float causticIntensity = _Water02.z;
float specularDistort = _Water03.x;
float specularIntensity = _Water03.y;
float specularSmoothness = _Water03.z;
float foamRange = _Water04.x;
float foamNoise = _Water04.y;

// 屏幕空间下的UV坐标
float2 screenUV = i.positionCS.xy/_ScreenParams.xy;

// 水的深度(平静的水面)
half depthTex = SAMPLE_TEXTURE2D(_CameraDepthTexture,sampler_CameraDepthTexture,screenUV).r;
half depthScene = LinearEyeDepth(depthTex,_ZBufferParams);
half depthWater = depthScene + i.positionVS.z;
// half depthWater = depthScene - i.positionCS.w;//更6的方法
depthWater *= atten;
// return depthWater;

// 法线
half4 normalTex01 = SAMPLE_TEXTURE2D(_NormalTex,sampler_NormalTex,i.normalUV.xy);
half4 normalTex02 = SAMPLE_TEXTURE2D(_NormalTex,sampler_NormalTex,i.normalUV.zw);
half4 normalTex = normalTex01*normalTex02;
half3 normal = normalTex.xyz * distort;

// 水下的扭曲
float2 distortUV = screenUV + normal.xy;
half depthDistortTex = SAMPLE_TEXTURE2D(_CameraDepthTexture,sampler_CameraDepthTexture,distortUV).r;
half depthDistortScene = LinearEyeDepth(depthDistortTex,_ZBufferParams);
half depthDistortWater = depthDistortScene + i.positionVS.z;
// opaqueUVMask 不再水下面的不进行扭曲
half opaqueUVMask = step(0, depthDistortWater);
float2 opaqueUV = distortUV * opaqueUVMask + screenUV * (1 - opaqueUVMask);
half4 opaqueTex = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, opaqueUV);
// return opaqueTex;

// 水的焦散
float4 depthVS = 1;
depthVS.xy = i.positionVS.xy * depthDistortScene / -i.positionVS.z;
depthVS.z = depthDistortScene;
float3 depthWS = mul(unity_CameraToWorld,depthVS).xyz;
float2 causticUV01 = depthWS.xz * _CausticTex_ST.xy + depthWS.y * 0.2 + i.timeOffset;
half4 causticTex01 = SAMPLE_TEXTURE2D(_CausticTex,sampler_CausticTex,causticUV01);
float2 causticUV02 = depthWS.xz * _CausticTex_ST.xy + depthWS.y * 0.1 + i.timeOffset * float2(-1.07,1.43);
half4 causticTex02 = SAMPLE_TEXTURE2D(_CausticTex,sampler_CausticTex,causticUV02);
half4 caustic = min(causticTex01,causticTex02);
caustic *= causticIntensity;

// 水的高光
// Specular = SpecularColor * Ks * pow(max(0,dot(N,H)), Shininess)
half3 N = lerp(normalize(i.normalWS),normalTex.xyz,specularDistort);
Light light = GetMainLight();
half3 L = light.direction;
half3 V = normalize(_WorldSpaceCameraPos.xyz - i.positionWS.xyz);
half3 H = normalize(L+V);
half4 specular = _SpecularColor * specularIntensity * pow(saturate(dot(N,H)),specularSmoothness);
// return half4(normalTex.xyz,1);

// 水的反射
half3 reflectionUV = reflect(-V,normal);
half4 reflectionTex = SAMPLE_TEXTURECUBE(_ReflectionTex,sampler_ReflectionTex,reflectionUV);
half fresnel = pow(1-saturate(dot(i.normalWS,V)),3);
half4 reflection = reflectionTex * fresnel;
// return reflection;

// 水面的泡沫
half foamWidth = depthWater * foamRange;
half foamTex = SAMPLE_TEXTURE2D(_FoamTex,sampler_FoamTex,i.uv.xy).r;
foamTex = pow(abs(foamTex),foamNoise);
half foamMask = step(foamWidth,foamTex);
half4 foam = foamMask * _FoamColor;

half4 c = half4(0,0,0,1);

// 水的颜色
half4 waterColor = SAMPLE_TEXTURE2D(_WaterRampTex, sampler_WaterRampTex, float2(depthWater, 0));
// half4 waterColor = lerp(_WaterColor01,_WaterColor02,depthWater);
c += waterColor * lightness;
c += specular * reflection;
c += foam;

half4 waterDepthColor = SAMPLE_TEXTURE2D(_WaterRampTex, sampler_WaterRampTex, float2(depthWater, 1));
c += (opaqueTex + caustic * lightness) * waterDepthColor;
return c;
}
ENDHLSL
}


}

SubShader
{
Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }

GrabPass
{
"_CameraOpaqueTexture"
}

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float4 uv : TEXCOORD0;
float4 normalUV : TEXCOORD1;
float3 positionVS : TEXCOORD2;
float3 positionWS : TEXCOORD3;
float3 normalWS : TEXCOORD4;
float2 timeOffset : TEXCOORD5; // 随着时间流动的速度
};

float4 _Water01,_Water02, _Water03,_Water04;
float4 _WaterRampTex_ST;
float4 _NormalTex_ST;
half4 _SpecularColor;
float4 _FoamTex_ST;
half4 _FoamColor;
float4 _CausticTex_ST;
sampler2D _NormalTex;
sampler2D _CausticTex;
sampler2D _FoamTex;
sampler2D _WaterRampTex;
sampler2D _CameraDepthTexture;
sampler2D _CameraOpaqueTexture;
samplerCUBE _ReflectionTex;

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.positionWS = mul(UNITY_MATRIX_M, v.vertex);
o.positionVS = mul(UNITY_MATRIX_V, float4(o.positionWS.xyz, 1));
o.positionCS = UnityObjectToClipPos(v.vertex);

o.timeOffset = _Time.y * _Water01.z * _Water01.xy;
// 这里使用世界坐标,处理缩放不一样导致效果差异好大
o.uv.xy = o.positionWS.xz * _FoamTex_ST.xy + o.timeOffset;
o.normalUV.xy = TRANSFORM_TEX(v.uv,_NormalTex) + o.timeOffset ;
o.normalUV.zw = TRANSFORM_TEX(v.uv,_NormalTex) + o.timeOffset * float2(-1.07, 1.13);

o.normalWS = UnityObjectToWorldNormal(v.normal);
return o;
}

half4 frag(v2f i) : SV_Target
{
float distort = _Water01.w;
float atten = _Water02.x;
float lightness = _Water02.y;
float causticIntensity = _Water02.z;
float specularDistort = _Water03.x;
float specularIntensity = _Water03.y;
float specularSmoothness = _Water03.z;
float foamRange = _Water04.x;
float foamNoise = _Water04.y;

// 屏幕空间下的UV坐标
float2 screenUV = i.positionCS.xy/_ScreenParams.xy;

// 水的深度(平静的水面)
half4 depthTex = tex2D(_CameraDepthTexture, screenUV).r;
half depthScene = LinearEyeDepth(depthTex);
half depthWater = depthScene + i.positionVS.z;
// half depthWater = depthScene - i.positionCS.w;//更6的方法
depthWater *= atten;
// return depthWater;

// 法线
half4 normalTex01 = tex2D(_NormalTex, i.normalUV.xy);
half4 normalTex02 = tex2D(_NormalTex, i.normalUV.zw);
half4 normalTex = normalTex01*normalTex02;
half3 normal = normalTex.xyz * distort;

// 水下的扭曲
float2 distortUV = screenUV + normal.xy;
half depthDistortTex = tex2D(_CameraDepthTexture, distortUV).r;
half depthDistortScene = LinearEyeDepth(depthDistortTex);
half depthDistortWater = depthDistortScene + i.positionVS.z;
// opaqueUVMask 不再水下面的不进行扭曲
half opaqueUVMask = step(0, depthDistortWater);
float2 opaqueUV = distortUV * opaqueUVMask + screenUV * (1 - opaqueUVMask);
half4 opaqueTex = tex2D(_CameraOpaqueTexture, opaqueUV);
// return opaqueTex;

// 水的焦散
float4 depthVS = 1;
depthVS.xy = i.positionVS.xy * depthDistortScene / -i.positionVS.z;
depthVS.z = depthDistortScene;
float3 depthWS = mul(unity_CameraToWorld,depthVS).xyz;
float2 causticUV01 = depthWS.xz * _CausticTex_ST.xy + depthWS.y * 0.2 + i.timeOffset;
half4 causticTex01 = tex2D(_CausticTex, causticUV01);
float2 causticUV02 = depthWS.xz * _CausticTex_ST.xy + depthWS.y * 0.1 + i.timeOffset * float2(-1.07,1.43);
half4 causticTex02 = tex2D(_CausticTex, causticUV02);
half4 caustic = min(causticTex01,causticTex02);
caustic *= causticIntensity;

// 水的高光
// Specular = SpecularColor * Ks * pow(max(0,dot(N,H)), Shininess)
half3 N = lerp(normalize(i.normalWS),normalTex.xyz,specularDistort);
half3 L = _WorldSpaceLightPos0;
half3 V = normalize(_WorldSpaceCameraPos.xyz - i.positionWS.xyz);
half3 H = normalize(L+V);
half4 specular = _SpecularColor * specularIntensity * pow(saturate(dot(N,H)),specularSmoothness);
// return half4(normalTex.xyz,1);
// return specular;

// 水的反射
half3 reflectionUV = reflect(-V,normal);
half4 reflectionTex = texCUBE(_ReflectionTex, reflectionUV);
half fresnel = pow(1-saturate(dot(i.normalWS,V)),3);
half4 reflection = reflectionTex * fresnel;
// return reflection;

// 水面的泡沫
half foamWidth = depthWater * foamRange;
half foamTex = tex2D(_FoamTex, i.uv.xy).r;
foamTex = pow(abs(foamTex),foamNoise);
half foamMask = step(foamWidth,foamTex);
half4 foam = foamMask * _FoamColor;

half4 c = half4(0,0,0,1);

// 水的颜色
half4 waterColor = tex2D(_WaterRampTex, float2(depthWater, 0));
// half4 waterColor = lerp(_WaterColor01,_WaterColor02,depthWater);
c += waterColor * lightness;
c += specular * reflection;
c += foam;

half4 waterDepthColor = tex2D(_WaterRampTex, float2(depthWater, 1));
c += (opaqueTex + caustic * lightness) * waterDepthColor;
return c;
}
ENDCG
}
}
}