我们需要修改着色器代码,以便让水体材质受到场景中的定向光影响。一种可能的实现方式是在着色器中添加一个方向向量,并将其与定向光的方向向量进行点积运算,以确定光的角度和水体的表面法线之间的夹角。在此基础上,我们可以调整水体的反射和折射效果,使其呈现出更加真实的效果。以下是一个基于Unity引擎的示例代码:
Shader "Custom/Water" { Properties { _MainTex("Texture", 2D) = "white" {} _NormalTex("Normal Texture", 2D) = "bump" {} _WaveAmount("Wave Amount", Range(0, 1)) = 0.5 _RefractStrength("Refraction Strength", Range(0, 1)) = 0.5 }
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
sampler2D _NormalTex;
float _WaveAmount;
float _RefractStrength;
struct Input {
float2 uv_MainTex;
float3 worldPos;
float3 worldNormal;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
// get the normal from the normal map texture
o.Normal = UnpackNormal(tex2D(_NormalTex, IN.uv_MainTex));
// calculate the angle between the light direction and the surface normal
float3 lightDir = _WorldSpaceLightPos0.xyz;
float angle = max(0, dot(IN.worldNormal, lightDir));
// calculate the refraction and reflection strength based on the wave amount and angle
float refractionStrength = 1 - _RefractStrength * _WaveAmount * angle;
float reflectionStrength = _WaveAmount * angle;
// apply the texture and adjust the colors based on the refraction and reflection strength
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
o.Albedo *= refractionStrength;
o.Metallic = 0;
o.Specular = 0;
o.Smoothness = 0.5;
// adjust the surface normals for refraction
o.Normal = perturbNormal(o.Normal, o.WorldReflection, IN.world
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