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" }