水流体Shader#
Shader "UI/WaterWave"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// 水波参数
_WaterHeight ("Water Height", Range(0, 1)) = 0.5
_WaveSpeed ("Wave Speed", Float) = 1.0
_WaveFrequency ("Wave Frequency", Float) = 5.0
_WaveAmplitude ("Wave Amplitude", Range(0, 0.1)) = 0.02
_WaveOffset ("Wave Offset", Float) = 0.0
_WaveRange ("Wave Range", Range(0, 0.2)) = 0.05
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _WaterHeight;
float _WaveSpeed;
float _WaveFrequency;
float _WaveAmplitude;
float _WaveOffset;
float _WaveRange;
v2f vert(appdata_t v)
{
v2f o;
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// ---------- 水波计算 ----------
float distanceToSurface = abs(i.texcoord.y - _WaterHeight);
float wave = 0;
float2 waveUV = i.texcoord;
if (distanceToSurface < _WaveRange)
{
float t = _Time.y * _WaveSpeed + _WaveOffset;
float x = i.texcoord.x * _WaveFrequency;
float w1 = sin(x + t) * _WaveAmplitude;
float w2 = sin(x * 1.5 + t * 0.8) * _WaveAmplitude * 0.6;
wave = w1 + w2;
float influence = smoothstep(_WaveRange, 0, distanceToSurface);
waveUV.y += wave * influence;
}
half4 col = tex2D(_MainTex, waveUV);
// ---------- 水面软裁剪(无锯齿核心) ----------
float waterLevel = saturate(_WaterHeight + wave);
// 自适应软边缘(跟分辨率有关)
float edge = fwidth(i.texcoord.y) * 2.0;
float alphaMask = smoothstep(
waterLevel + edge,
waterLevel - edge,
i.texcoord.y
);
col.a *= alphaMask;
// ---------- 水面高光 ----------
float surfaceDist = abs(i.texcoord.y - waterLevel);
float highlight = smoothstep(0.03, 0.0, surfaceDist);
col.rgb += highlight * 0.15;
// ---------- UI 标准处理 ----------
col += _TextureSampleAdd;
col *= i.color;
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(col.a - 0.001);
#endif
return col;
}
ENDCG
}
}
Fallback "UI/Default"
}