我想在Unity引擎中创建2d水。您能接受我的建议,从哪里开始?这是2d水https://www.youtube.com/watch?v=iBWwNHEHo3I的示例。谢谢前进
答案 0 :(得分:1)
一种方法是使用利用GrabPass的着色器。您需要在水所在的位置制作一个四边形,然后将带有着色器的材质应用于四边形。着色器应具有GrabPass,然后具有垂直翻转和扭曲GrabPass的通道。这样的着色器的一个示例如下(source):
Shader "Custom/WaterGrab"
{
Properties
{
_Colour ("Colour", Color) = (1,1,1,1)
_MainTex ("Noise text", 2D) = "bump" {}
_Magnitude ("Magnitude", Range(0,1)) = 0.05
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque"}
ZWrite On Lighting Off Cull Off Fog { Mode Off } Blend One Zero
GrabPass { "_GrabTexture" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _GrabTexture;
fixed4 _Colour;
sampler2D _MainTex;
float _Magnitude;
struct vin
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 uvgrab : TEXCOORD1;
};
float4 _MainTex_ST;
// Vertex function
v2f vert (vin v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, (o.vertex.y)* scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
float4 top = mul(UNITY_MATRIX_MVP, float4(0, 0.5, 0, 1));
top.xy /= top.w;
o.uvgrab.y = 1 - (o.uvgrab.y + top.y);
return o;
}
// Fragment function
half4 frag (v2f i) : COLOR
{
half4 bump = tex2D(_MainTex, i.texcoord );
half2 distortion = UnpackNormal(bump).rg;
i.uvgrab.xy += distortion * _Magnitude;
fixed4 col = tex2D( _GrabTexture, i.uvgrab);
return col * _Colour;
}
ENDCG
}
}
}
在这样的着色器中,您需要提供凹凸图,以告诉水如何使GrabPass变形。在上面的示例中,应将其作为_MainTex
纹理插入。它看起来应该像这样: