先上图
原理:就是根据时间算噪音图颜色,来算原图每个像素偏移
比较简单直接上Shader
Shader "Effect/Ocean"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
//噪音图
_NoiseTex("Texture", 2D) = "white" {}
//叠加颜色
_Color("Color",Color) = (1,1,1,1)
//亮度
_Light("Light", Range(0, 10)) = 2
//扭曲强度
_Intensity("intensity", float) = 0.1
//偏移速度
_XSpeed("XSpeed", float) = 0.1
_YSpeed("YSpeed", float) = 0.1
}
SubShader
{
Tags{ "RenderType" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NoiseTex;
float4 _Color;
float _Light;
float _Intensity;
float _XSpeed;
float _YSpeed;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//根据时间和偏移速度获取噪音图的颜色作为uv偏移
fixed4 noise_col = tex2D(_NoiseTex, i.uv + fixed2(_Time.y*_XSpeed, _Time.y*_YSpeed));
//计算uv偏移的颜色和亮度和附加颜色计算
fixed4 col = tex2D(_MainTex, i.uv + _Intensity * noise_col.rg)*_Light*_Color;
UNITY_APPLY_FOG(i.fogCoord, col);
col.a = _Color.a;
return col;
}
ENDCG
}
}
}