前两天面试面试官让做一个水波效果,然后有物体交互的时候会有水花效果。
这里我投机取巧了一下做了个水波的Shader,找了个水花的特效。
实现思路就是场景默认播放水波,当与物体发生碰撞的时候播放水花特效。
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/WaterWave" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_WaveStrength("Wave Strength",Float) = 0.01
_WaveFactor("Wave Factor",Float) = 50
_TimeScale("Time Scale",Float) = 10
}
SubShader {
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex:SV_POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
float _WaveStrength;
float _WaveFactor;
float _TimeScale;
v2f vert (appdata v)
{
v2f o;
o.uv = v.uv;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f IN):COLOR
{
fixed2 uvDir = normalize(IN.uv - fixed2(0.5, 0.5));
fixed dis = distance(IN.uv, fixed2(0.5, 0.5));
fixed2 uv = IN.uv + _WaveStrength * uvDir * sin(_Time.y * _TimeScale + dis * _WaveFactor);
return tex2D(_MainTex, uv);
}
ENDCG
}
}
FallBack "Diffuse" FallBack "Diffuse"
}