// Gerstner 波(又称 Trochoidal 波):水面上的点不只上下动,还沿传播方向前后做圆周运动,(GLSL 版) // 于是波峰变尖、波谷变平。最多叠加 4 个波,法线由解析偏导数求得,泡沫来自雅可比行列式。 Shader "Cookbook/Ch17/Gerstner" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } GLSLINCLUDE uniform vec4 _DeepColor, _ShallowColor, _FoamColor; uniform vec4 _WaveA, _WaveB, _WaveC, _WaveD; uniform float _Horizontal, _FoamThreshold, _Phase; #include "Ch17/VertexAnimCommon.glsl" //#region gerstner // 累加一个 Gerstner 波。x0:未扰动时的水平位置(世界 xz)。 // 返回位移;同时累加对 x、z 的偏导数,用于求法线和雅可比行列式。 vec3 GerstnerWave(vec4 wave, vec2 x0, float t, inout vec3 dPdx, inout vec3 dPdz) { float steep = wave.z; if (steep <= 0.0) return vec3(0.0); float k = TWO_PI / wave.w; // 波数 float omega = sqrt(9.8 * k); // 深水色散关系 ω² = g·k vec2 D = normalize(wave.xy); float theta = k * dot(D, x0) - omega * t; float a = steep / k; // 振幅:陡度 = k·a,k·a = 1 时波峰恰好成尖角 float s = sin(theta), c = cos(theta); // HLSL 的 sincos float h = _Horizontal; // 0 = 退化为普通正弦波(只有竖直位移) // 位移:水平方向 D·a·cosθ,竖直方向 a·sinθ vec3 offset = vec3(D.x * a * c * h, a * s, D.y * a * c * h); // 偏导数(对 x0.x、x0.z 求导,注意 ∂θ/∂x = k·D.x) dPdx += vec3(-D.x * D.x * steep * s * h, D.x * steep * c, -D.x * D.y * steep * s * h); dPdz += vec3(-D.x * D.y * steep * s * h, D.y * steep * c, -D.y * D.y * steep * s * h); return offset; } //#endregion //#region deform void Deform(inout VAAttributes v) { vec3 positionWS = TransformObjectToWorld(v.positionOS.xyz); vec2 x0 = positionWS.xz; float t = _Time.y + _Phase; vec3 dPdx = vec3(1, 0, 0), dPdz = vec3(0, 0, 1); // 平面本身的偏导数 vec3 offset = GerstnerWave(_WaveA, x0, t, dPdx, dPdz) + GerstnerWave(_WaveB, x0, t, dPdx, dPdz) + GerstnerWave(_WaveC, x0, t, dPdx, dPdz) + GerstnerWave(_WaveD, x0, t, dPdx, dPdz); positionWS += offset; // 法线 = ∂P/∂z × ∂P/∂x(Unity 左手系里这个顺序朝上) vec3 normalWS = normalize(cross(dPdz, dPdx)); // 雅可比行列式:水平面被“挤压”的程度。< 1 表示表面被压缩,接近 0 时波峰要翻卷,正是起泡沫的地方 float jacobian = dPdx.x * dPdz.z - dPdx.z * dPdz.x; v.positionOS.xyz = TransformWorldToObject(positionWS); v.normalOS = TransformWorldToObjectNormal(normalWS); v.uv2 = vec4(jacobian, offset.y, 0.0, 0.0); } //#endregion #include "Ch17/VertexAnimPasses.glsl" ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } GLSLPROGRAM #ifdef VERTEX void main() { VAForwardVert(); } #endif #ifdef FRAGMENT //#region frag void main() { vec3 N = normalize(normalWS); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); Light L = GetMainLight(TransformWorldToShadowCoord(positionWS)); // 水体颜色:越高(波峰)越浅,模拟光在薄水层里的透射 float crest = saturate(extra.y * 0.8 + 0.5); vec3 water = mix(_DeepColor.rgb, _ShallowColor.rgb, crest * crest); vec3 col = water * (saturate(dot(N, L.direction)) * 0.5 + 0.5) * (L.color * L.shadowAttenuation * 0.6 + SampleSH(N)); // 菲涅尔反射天空(水的 F0 约 0.02) float fresnel = 0.02 + 0.98 * pow(1.0 - saturate(dot(N, V)), 5.0); vec3 refl = GlossyEnvironmentReflection(reflect(-V, N), 0.05, 1.0); col = mix(col, refl, fresnel); // 太阳高光 vec3 H = normalize(L.direction + V); col += pow(saturate(dot(N, H)), 400.0) * 6.0 * L.color * L.shadowAttenuation; // 泡沫:雅可比行列式越小(越被压缩)泡沫越多 float foam = saturate((_FoamThreshold - extra.x) / max(_FoamThreshold, 1e-3) * 2.0); col = mix(col, _FoamColor.rgb * (SampleSH(N) + L.color * 0.6), foam); fragColor = vec4(col, 1.0); } //#endregion #endif ENDGLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 GLSLPROGRAM #ifdef VERTEX void main() { VAShadowVert(); } #endif #ifdef FRAGMENT void main() { VANullFrag(); } #endif ENDGLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R GLSLPROGRAM #ifdef VERTEX void main() { VADepthVert(); } #endif #ifdef FRAGMENT void main() { VANullFrag(); } #endif ENDGLSL } } }