Shader "Ares/WaterWave/WaterWaveEffect" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" #include "../../Gonbest/Include/Base/MathCG.cginc" uniform sampler2D _MainTex; uniform float _distanceFactor; uniform float _timeFactor; uniform float _totalFactor; uniform float _waveWidth; uniform float _curWaveDis; fixed4 frag(v2f_img i) : SV_Target { //计算uv到中间点的向量(向外扩,反过来就是向里缩) float2 dv = float2(0.5, 0.5) - i.uv; //按照屏幕长宽比进行缩放 dv = dv * float2(_ScreenParams.x / _ScreenParams.y, 1); //计算像素点距中点的距离 float dis = sqrt(dv.x * dv.x + dv.y * dv.y); //用sin函数计算出波形的偏移值factor //dis在这里都是小于1的,所以我们需要乘以一个比较大的数,比如60,这样就有多个波峰波谷 //sin函数是(-1,1)的值域,我们希望偏移值很小,所以这里我们缩小100倍,据说乘法比较快,so... float sinFactor = sin(dis * _distanceFactor + _Time.y * _timeFactor) * _totalFactor * 0.01; //距离当前波纹运动点的距离,如果小于waveWidth才予以保留,否则已经出了波纹范围,factor通过clamp设置为0 float discardFactor = clamp(_waveWidth - abs(_curWaveDis - dis), 0, 1); //归一化 float2 dv1 = GBNormalizeSafe(dv); //计算每个像素uv的偏移值 float2 offset = dv1 * sinFactor * discardFactor; //像素采样时偏移offset float2 uv = offset + i.uv; return tex2D(_MainTex, uv); } ENDCG SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } Fallback off }