Shader "Custom/SoapBubbleShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _NoiseTex ("Noise Texture", 2D) = "white" {} // 用于模拟薄膜干涉的噪声图 _RimColor ("Rim Color", Color) = (1,1,1,1) // 边缘光颜色 _RimPower ("Rim Power", Range(0.5, 8.0)) = 3.0 // 边缘光强度 _Refraction ("Refraction", Range(0, 1)) = 0.1 // 折射强度 _InterferenceStrength ("Interference Strength", Range(0, 1)) = 0.5 // 薄膜干涉强度 _InterferenceSpeed ("Interference Speed", Range(0, 1)) = 0.1 // 薄膜干涉动画速度 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } LOD 200 GrabPass { "_GrabTexture" } // 抓取屏幕内容用于折射 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 worldPos : TEXCOORD1; float3 viewDir : TEXCOORD2; float4 grabPos : TEXCOORD3; }; sampler2D _MainTex; sampler2D _NoiseTex; sampler2D _GrabTexture; float4 _RimColor; float _RimPower; float _Refraction; float _InterferenceStrength; float _InterferenceSpeed; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.viewDir = normalize(UnityWorldSpaceViewDir(o.worldPos)); o.grabPos = ComputeGrabScreenPos(o.pos); return o; } fixed4 frag (v2f i) : SV_Target { // 采样噪声图,模拟薄膜干涉 float noise = tex2D(_NoiseTex, i.uv + float2(_Time.y * _InterferenceSpeed, 0)).r; float interference = sin(noise * 10.0) * _InterferenceStrength; // 折射效果 float2 offset = i.viewDir.xy * _Refraction * noise; i.grabPos.xy += offset; fixed4 refrColor = tex2Dproj(_GrabTexture, i.grabPos); // Rim效果(边缘光) float rim = 1.0 - saturate(dot(i.viewDir, normalize(i.worldPos))); rim = pow(rim, _RimPower); fixed4 rimColor = _RimColor * rim; // 薄膜干涉颜色 fixed4 interferenceColor = fixed4(interference, interference * 0.5, 1 - interference, 1); // 最终颜色 fixed4 texColor = tex2D(_MainTex, i.uv); fixed4 finalColor = lerp(refrColor, rimColor, texColor.a); finalColor = lerp(finalColor, interferenceColor, _InterferenceStrength); return finalColor; } ENDCG } } }