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- 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
- }
- }
- }
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