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Question by
dreadthread · Nov 14, 2017 at 12:29 AM ·
shadersurface shadernoisesine-wave
How can I get more realistic using waves with a surface shader?
I am very new to shaders and have been trying to create an ocean surface shader. I have been able to create the waves using the sin() function but this method makes them look very unnatural. I have tried to use a noisemap but have been unable to understand how to get that working. All help is appreciated.
Shader "Custom/WaterShader" {
Properties {
_ColorA ("ColorA", Color) = (1,1,1,1)
_ColorB ("ColorB", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_NoiseTex ("Noise Texture", 2D) = "white" {}
_LerpSpeed ("Lerp Speed", Float) = 1
_BumpMap ("Normal Map", 2D) = "bump" {}
_WaveDampener ("Wave Dampener", Float) = 0.2
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 300
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
//#pragma surface surf Lambert alpha vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NoiseTex;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
float4 screenPos;
float2 uv_BumpMap;
float2 uv_NoiseTex;
INTERNAL_DATA
};
half _Glossiness;
half _Metallic;
fixed4 _ColorA;
fixed4 _ColorB;
float _LerpSpeed;
float _WaveDampener;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
fixed4 colorLerp(fixed4 colorA, fixed4 colorB){
float t = sin(_Time[1]) * _LerpSpeed;
return lerp(colorA, colorB, t);
}
void vert (inout appdata_full v) {
float4 wpos = mul(unity_ObjectToWorld, v.vertex);
//fixed4 noise = tex2D(_NoiseTex, float2(wpos.y / 50, _Time[1]/20) ).r;
float phase = _Time[1] * 10;
float offset1 = (wpos.x + (wpos.z * 0.2)) * 0.5;
wpos.y = sin(wpos.z + phase) * _WaveDampener + sin(offset1 + phase) * _WaveDampener;
v.vertex = mul(unity_WorldToObject, wpos);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _ColorA;
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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