SoapBubbleShader.shader 3.1 KB

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  1. Shader "Custom/SoapBubbleShader"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Texture", 2D) = "white" {}
  6. _NoiseTex ("Noise Texture", 2D) = "white" {} // 用于模拟薄膜干涉的噪声图
  7. _RimColor ("Rim Color", Color) = (1,1,1,1) // 边缘光颜色
  8. _RimPower ("Rim Power", Range(0.5, 8.0)) = 3.0 // 边缘光强度
  9. _Refraction ("Refraction", Range(0, 1)) = 0.1 // 折射强度
  10. _InterferenceStrength ("Interference Strength", Range(0, 1)) = 0.5 // 薄膜干涉强度
  11. _InterferenceSpeed ("Interference Speed", Range(0, 1)) = 0.1 // 薄膜干涉动画速度
  12. }
  13. SubShader
  14. {
  15. Tags { "Queue"="Transparent" "RenderType"="Transparent" }
  16. LOD 200
  17. GrabPass { "_GrabTexture" } // 抓取屏幕内容用于折射
  18. Pass
  19. {
  20. CGPROGRAM
  21. #pragma vertex vert
  22. #pragma fragment frag
  23. #include "UnityCG.cginc"
  24. struct appdata
  25. {
  26. float4 vertex : POSITION;
  27. float2 uv : TEXCOORD0;
  28. };
  29. struct v2f
  30. {
  31. float4 pos : SV_POSITION;
  32. float2 uv : TEXCOORD0;
  33. float4 worldPos : TEXCOORD1;
  34. float3 viewDir : TEXCOORD2;
  35. float4 grabPos : TEXCOORD3;
  36. };
  37. sampler2D _MainTex;
  38. sampler2D _NoiseTex;
  39. sampler2D _GrabTexture;
  40. float4 _RimColor;
  41. float _RimPower;
  42. float _Refraction;
  43. float _InterferenceStrength;
  44. float _InterferenceSpeed;
  45. v2f vert (appdata v)
  46. {
  47. v2f o;
  48. o.pos = UnityObjectToClipPos(v.vertex);
  49. o.uv = v.uv;
  50. o.worldPos = mul(unity_ObjectToWorld, v.vertex);
  51. o.viewDir = normalize(UnityWorldSpaceViewDir(o.worldPos));
  52. o.grabPos = ComputeGrabScreenPos(o.pos);
  53. return o;
  54. }
  55. fixed4 frag (v2f i) : SV_Target
  56. {
  57. // 采样噪声图,模拟薄膜干涉
  58. float noise = tex2D(_NoiseTex, i.uv + float2(_Time.y * _InterferenceSpeed, 0)).r;
  59. float interference = sin(noise * 10.0) * _InterferenceStrength;
  60. // 折射效果
  61. float2 offset = i.viewDir.xy * _Refraction * noise;
  62. i.grabPos.xy += offset;
  63. fixed4 refrColor = tex2Dproj(_GrabTexture, i.grabPos);
  64. // Rim效果(边缘光)
  65. float rim = 1.0 - saturate(dot(i.viewDir, normalize(i.worldPos)));
  66. rim = pow(rim, _RimPower);
  67. fixed4 rimColor = _RimColor * rim;
  68. // 薄膜干涉颜色
  69. fixed4 interferenceColor = fixed4(interference, interference * 0.5, 1 - interference, 1);
  70. // 最终颜色
  71. fixed4 texColor = tex2D(_MainTex, i.uv);
  72. fixed4 finalColor = lerp(refrColor, rimColor, texColor.a);
  73. finalColor = lerp(finalColor, interferenceColor, _InterferenceStrength);
  74. return finalColor;
  75. }
  76. ENDCG
  77. }
  78. }
  79. }