亚历山大和鲈鱼

本节使用shader模拟蝴蝶扇动翅膀和鱼游动的动画。

原理

属于简单又好用的shader。还是vertex displacement。

蝴蝶的模型就是一张plane,简单根据贴图处理一下就行——

ps: 网上找的鱼模型,鱼的尾巴和鳍分离了,这告诉我们这个shader适用于完整接连的mesh模型

使用时注意旋转方向,blender导出的模型一般会在某个轴旋转90度,如果效果不对自己调一下。

蝴蝶Shader

Shader "Lapu/ButterflyShader"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
        _AlphaCutoff("Alpha cutoff", Range(0, 1)) = 0
        _DisplacementAmount("Displacement Amount", float) = 1
        _DisplacementSpeed("Displacement Speed", float) = 1
    }
        SubShader
        {
            Tags { "RenderType" = "Opaque" }
            LOD 100
            Cull off

            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                // make fog work
                #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;
                float _AlphaCutoff;
                float _DisplacementAmount;
                float _DisplacementSpeed;

                v2f vert(appdata v)
                {
                    v2f o;
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    float mask = 1 - sin(UNITY_PI * o.uv.x);
                    v.vertex.z += sin(_Time.y * _DisplacementSpeed) * _DisplacementAmount * mask;

                    o.vertex = UnityObjectToClipPos(v.vertex);
                    UNITY_TRANSFER_FOG(o,o.vertex);
                    return o;
                }

                fixed4 frag(v2f i) : SV_Target
                {
                    // sample the texture
                    fixed4 col = tex2D(_MainTex, i.uv);
                    clip(col.a - _AlphaCutoff);
                    // apply fog
                    UNITY_APPLY_FOG(i.fogCoord, col);
                    return col;
                }
                ENDCG
            }
        }
}

鱼shader

Shader "Lapu/FishShader"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
        _TranslationAmount("Translation amount", float) = 1
        _DisplacementAmount("Displacement amount", float) = 1
        _DisplacementSpeed("Displacement speed", float) = 1
        _MaskOffset("Mask offset", Range(0, 1)) = 0
    }
        SubShader
        {
            Tags { "RenderType" = "Opaque" }
            LOD 100

            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                // make fog work
                #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;
                float _MaskOffset;
                float _TranslationAmount;
                float _DisplacementAmount;
                float _DisplacementSpeed;

                v2f vert(appdata v)
                {
                    v2f o;
                    float mask = saturate(sin((v.uv.x + _MaskOffset) * UNITY_PI));
                    v.vertex.x += sin(_Time.y * _DisplacementSpeed) * _TranslationAmount;
                    v.vertex.x += sin(v.uv.x * UNITY_PI + _Time.y * _DisplacementSpeed) * _DisplacementAmount * mask;
                    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
                {
                    // sample the texture
                    fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
        }
}

参考

  1. My take on shaders: Butterflies and fish shader