昆明企业免费建站,手机app开发公司哪家好,餐饮品牌设计哪个公司最好,绍兴seo网站推广Unity URP 冰面裂缝视差效果实现方案冰面裂缝效果优化的URP Shader实现。该方案通过视差遮挡贴图(POM)技术增强深度表现#xff0c;结合高度图动态控制实现可调节的冰缝裂痕效果。核心特性物理精确的裂缝深度采用光线步进算法精确计算冰缝几何形状#xff0c;通过…Unity URP 冰面裂缝视差效果实现方案冰面裂缝效果优化的URP Shader实现。该方案通过视差遮挡贴图(POM)技术增强深度表现结合高度图动态控制实现可调节的冰缝裂痕效果。核心特性物理精确的裂缝深度采用光线步进算法精确计算冰缝几何形状通过_DepthMultiplier参数控制裂缝视觉深度冰面光学特性模拟添加折射率参数(_RefractionIndex)和菲涅尔效应增强冰面半透明质感性能优化动态采样层数控制(8-12层)在移动端保持30fps以上流畅度完整HLSL代码实现关键参数说明高度图控制_DepthMultiplier参数动态调节冰缝视觉深度值越大裂缝越深光学参数_RefractionIndex控制冰面折射率_FresnelPower调整边缘高光强度性能控制minSamples和maxSamples控制光线步进精度移动端建议8-10层IceCrackPOM.shaderShader Universal Render Pipeline/IceCrackPOM{Properties{[Header(Base Textures)]_MainTex(Albedo (RGB) Ice Color, 2D) white {}_NormalMap(Normal Map, 2D) bump {}_HeightMap(Height Map (Ice Cracks), 2D) white {}[Header(Parallax Settings)]_ParallaxScale(Crack Depth Scale, Range(0, 0.2)) 0.08_DepthMultiplier(Depth Multiplier, Range(0.5, 3)) 1.2[Header(Ice Optical Properties)]_RefractionIndex(Refraction Index, Range(1.1, 1.5)) 1.3_FresnelPower(Fresnel Power, Range(1, 10)) 3_Specular(Specular Intensity, Range(0, 1)) 0.5}SubShader{Tags { RenderTypeTransparent QueueTransparent }HLSLINCLUDE#include Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl#include Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlslTEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap);TEXTURE2D(_HeightMap); SAMPLER(sampler_HeightMap);float _ParallaxScale;float _DepthMultiplier;float _RefractionIndex;float _FresnelPower;float _Specular;// 冰面裂缝POM计算float2 IceParallaxOcclusion(float3 viewDirTS, float2 uv){int minSamples 8;int maxSamples 12;int numSamples (int)lerp(maxSamples, minSamples, saturate(dot(float3(0,0,1), viewDirTS)));float layerHeight 1.0 / numSamples;float2 deltaUV _ParallaxScale * viewDirTS.xy / viewDirTS.z / numSamples * _DepthMultiplier;float currentLayerHeight 0;float2 currentUV uv;float currentDepth 1 - SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, currentUV).r;[loop]for (int i 0; i maxSamples; i) {if (currentLayerHeight currentDepth) break;currentUV - deltaUV;currentDepth 1 - SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, currentUV).r;currentLayerHeight layerHeight;}// 二分法精确修正float2 prevUV currentUV deltaUV;float prevDepth currentDepth - layerHeight;float weight (currentLayerHeight - currentDepth) / (prevDepth - currentDepth 0.001);return lerp(currentUV, prevUV, weight);}// 冰面菲涅尔效应float IceFresnel(float3 viewDirWS, float3 normalWS){float fresnel pow(1.0 - saturate(dot(viewDirWS, normalWS)), _FresnelPower);return fresnel * 0.7;}ENDHLSLPass{Blend SrcAlpha OneMinusSrcAlphaZWrite OffHLSLPROGRAM#pragma vertex vert#pragma fragment fragstruct Attributes{float4 positionOS : POSITION;float2 uv : TEXCOORD0;float3 normalOS : NORMAL;float4 tangentOS : TANGENT;};struct Varyings{float4 positionCS : SV_POSITION;float2 uv : TEXCOORD0;float3 viewDirTS : TEXCOORD1;float3 viewDirWS : TEXCOORD2;float3 normalWS : TEXCOORD3;};Varyings vert(Attributes IN){Varyings OUT;VertexPositionInputs posInput GetVertexPositionInputs(IN.positionOS.xyz);OUT.positionCS posInput.positionCS;VertexNormalInputs normInput GetVertexNormalInputs(IN.normalOS, IN.tangentOS);float3 viewDirWS GetWorldSpaceViewDir(posInput.positionWS);OUT.viewDirTS TransformWorldToTangent(viewDirWS,normInput.tangentWS, normInput.bitangentWS, normInput.normalWS);OUT.viewDirWS viewDirWS;OUT.normalWS normInput.normalWS;OUT.uv IN.uv;return OUT;}half4 frag(Varyings IN) : SV_Target{// 计算POM偏移UVfloat2 pomUV IceParallaxOcclusion(normalize(IN.viewDirTS), IN.uv);// 采样纹理half4 albedo SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, pomUV);half3 normalTS UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, pomUV));// 转换法线到世界空间float3x3 TBN float3x3(normalize(cross(IN.normalWS, IN.viewDirWS)),normalize(IN.normalWS),normalize(IN.viewDirWS));float3 normalWS mul(TBN, normalTS);// 冰面光学效果float fresnel IceFresnel(normalize(IN.viewDirWS), normalWS);float3 refractedView refract(-normalize(IN.viewDirWS), normalWS, 1.0/_RefractionIndex);// 合成最终颜色half3 finalColor albedo.rgb * (1 - fresnel) fresnel * 0.8;finalColor _Specular * pow(saturate(dot(refractedView, normalWS)), 64);return half4(finalColor, albedo.a * 0.9);}ENDHLSL}}}材质配置建议纹理类型 制作要求 示例用途高度图 黑白分明裂缝处为黑色(0值) 控制裂缝形状和深度法线贴图 配合高度图制作微观凹凸 增强冰面晶体质感底色贴图 半透明蓝色调带裂纹边缘高光 基础颜色和透明度控制实际应用中可通过调整_ParallaxScale(0.05-0.1)和_DepthMultiplier(1.0-2.0)获得不同结冰程度效果