2D Liquid Fill Inside Sphere v2

2D Liquid Fill Inside Sphere 的增强版,提供了多种可修改参数

原作者:Mirza Beig

https://www.shadertoy.com/view/Ds3fRN

Shader code
shader_type canvas_item;


//背景填充颜色
uniform vec3 backFillColour : source_color = vec3(0.62,1.00,1.00);
//前景填充靠里的颜色
uniform vec3 frontFillInnerColour : source_color = vec3(0.35,1.00,1.00);
//前景填充靠边的颜色
uniform vec3 frontFillOuterColour : source_color = vec3(0.00,0.35,1.00);
//环的颜色
uniform vec3 ringColour : source_color = vec3(0.00,0.16,0.13);
//玻璃罩阴影颜色
uniform vec3 fresnelColour : source_color = vec3(0.00,0.88,1.00);
//内环发光颜色
uniform vec3 innerRingGlowColour : source_color = vec3(0.00,1.00,1.00);
//填充颜色调整
uniform vec4 fillcolour : source_color = vec4(1);
//环的宽度
uniform float ringWidth = 0.15;
//玻璃球与环的间隔
uniform float innerCircleRadiusOffset = 0.0;
//fill_value,填充球体的值
uniform float fill_value : hint_range(-1, 1) = 0.25;



// 定义函数:计算点到圆弧的距离
float sdArc(in vec2 p, in vec2 sc, in float ra, float rb)
{
    // sc is the sin/cos of the arc's aperture
	//sc 是圆弧孔径的 sin/cos
    p.x = abs(p.x);
    return ((sc.y*p.x>sc.x*p.y) ? length(p-sc*ra) : 
                                  abs(length(p)-ra)) - rb;
}
// 计算2D旋转矩阵
mat2 Get2DRotationMatrix(float angle) {
    float c = cos(angle);
    float s = sin(angle);
	vec2 V1 = vec2(c, -s);
	vec2 V2 = vec2(s, c);
    return mat2(V1,V2);
}

void fragment() {
// 获取屏幕像素的UV坐标
// Centered, aspect ratio-corrected, normalized pixel coordinates [0.0, 1.0].
    //vec2 uv = ((UV / -0.48)) + vec2(1.038,1.038);
	vec2 uv = ((UV / -0.48)) + vec2(1.038,1.038);//默认最佳参数
	////调整球体大小和边距,uv=((UV/调整球体大小的参数))+vec2(球体边距参数,球体边距参数)   
	// FRAGCOORD.xy / SCREEN_PIXEL_SIZE.xy 其实就是 UV
    vec2 normalizedCenteredUV = (uv - 0.5) * 2.0;
    // vec2 normalizedCenteredUV = ((FRAGCOORD.xy / SCREEN_PIXEL_SIZE.xy) - 0.5) * 2.0;
    //{应该是没用的代码,上面这行好像也不起作用,但是不知道怎么改:)
    //float aspectRatio = SCREEN_PIXEL_SIZE.x / SCREEN_PIXEL_SIZE.y;
    //vec2 uv = vec2(normalizedCenteredUV.x * aspectRatio, normalizedCenteredUV.y);}
            
    // Get circle SDF -> clip 3x circles.
    //获取圆 SDF -> 剪出 3x 圆。        
    float circleSDF = length(uv);
    
    //const float ringWidth = 0.15;//环的宽度
    //const float innerCircleRadiusOffset = 0.0;//玻璃球与环的间隔
    
    float oneMinusRingWidth = 1.0 - ringWidth;
    
    // 2x circles used to generate outer ring.
	//2x 个圆圈用于生成外环。
    
    float circleA = step(circleSDF, 1.0);
    float circleB = step(circleSDF, oneMinusRingWidth);
        
    float ring = circleA - circleB;
    
    // 1x circle used for the actual container/shell (as its mask).
	//1x 用于实际容器/外壳的圆圈(作为其遮罩)。
    
    float fillMaskCircle = step(circleSDF, oneMinusRingWidth - innerCircleRadiusOffset);
    
    // Ring glow.
	//环发光
        
    float ringGlowCircleSDF = circleSDF - 1.0;
    const float innerRingGlowRadiusOffset = 0.15;
    
    float innerRingGlow = ringGlowCircleSDF + innerRingGlowRadiusOffset;    
    float outerRingGlow = ringGlowCircleSDF;   
    
    const float outerRingGlowWidth = 0.01;
    float outerRingGlowPower = 0.8;
    
    const float innerRingGlowWidth = 0.01;
    const float innerRingGlowPower = 1.2;
    
    const float outerRingGlowAnimation = 12.0;
    const float outerRingGlowAnimationRange = 0.2;    
    
    innerRingGlow = pow(innerRingGlowWidth / innerRingGlow, innerRingGlowPower);
    innerRingGlow = clamp(innerRingGlow - fillMaskCircle, 0.0, 1.0); 
    
    outerRingGlowPower += (sin(TIME * outerRingGlowAnimation) * outerRingGlowAnimationRange);
    
    outerRingGlow = pow(outerRingGlowWidth / outerRingGlow, outerRingGlowPower);
    outerRingGlow = clamp(outerRingGlow - fillMaskCircle, 0.0, 1.0);
    
    // Progress/fill. Animated.
	//进度/填充。 动画。
    
    const float fillAnimationFrequency = 4.0;
    const float fillAnimationAmplitude = 0.05;
        
    float fillAnimationPhase = TIME * fillAnimationFrequency;
    
    float fillAnimation = sin(fillAnimationPhase) * fillAnimationAmplitude;
    
    const float waveFrequency = 2.0;
    const float waveAmplitude = 0.05;
    
    const float waveAnimation = 2.0;
    
    // Waves as repeating sine/band offsets to the horizontal gradient.
	//波作为重复正弦/频带偏移到水平梯度。
    
    float frontWavePhase = (TIME * waveAnimation) + uv.x;
    float backWavePhase = (TIME * -waveAnimation) + uv.x;
        
    frontWavePhase *= waveFrequency;
    backWavePhase *= waveFrequency;
        
    const float backWavesPhaseOffset = PI;
    
    float frontWaves = sin(frontWavePhase) * waveAmplitude;
    float backWaves = sin(backWavePhase + backWavesPhaseOffset) * waveAmplitude;
            
    float verticalBand = sin(uv.x + (PI * 0.5)) - 0.3;
    verticalBand = smoothstep(0.1, 0.9, verticalBand);
   
    // Stretch waves up/down near center, synced as they bob up/down.
	//在中心附近向上/向下拉伸波浪,当它们向上/向下摆动时同步。
    
    const float animatedVerticalBandStrength = 0.125;
    float animatedVerticalBand = verticalBand * animatedVerticalBandStrength;
            
    animatedVerticalBand *= sin(TIME * fillAnimationFrequency);
            
    frontWaves += animatedVerticalBand;
    backWaves -= animatedVerticalBand;
    
    // Pinch sides (mask by the vertical gradient band) so they don't move.
	//捏住两侧(用垂直渐变带遮盖),这样它们就不会移动。
    
    fillAnimation *= verticalBand;
            
    // Centered fill progress.居中填充进度。
    // 0.0 = center 中心, -0.5 = bottom 底部, 0.5 = top 顶部.
    
    float fillProgressAnimationFrequency = 1.0;
    float fillProgressAnimationAmplitude = 0.1;
    
    float fillProgress = fill_value;//填充进度
    
    fillProgress += sin((TIME * fillProgressAnimationFrequency) * PI) * fillProgressAnimationAmplitude;
    //fillProgress = (fillProgress - 0.5) * 2.0; 
    
    float frontFill = step(uv.y, (fillAnimation + frontWaves) + fillProgress);
    float backFill = step(uv.y, (-fillAnimation + backWaves) + fillProgress);
    
    frontFill *= fillMaskCircle;
    backFill *= fillMaskCircle;
    
    // Mask back fill to only parts that would be visible separate from frontFill.
	//仅将背面填充蒙版为与正面填充分开可见的部分。
    
    backFill = clamp(backFill - frontFill, 0.0, 1.0);
    
    float fillMask = 1.0 - (frontFill + backFill);
    fillMask *= fillMaskCircle;
        
    float fill = frontFill + backFill;
    
    // Simple edge glow using radial gradient (circle SDF).
	//使用径向渐变(圆形 SDF)的简单边缘发光。
    
    const float fresnelOffset = 0.01;
    float fresnel = (circleSDF + fresnelOffset) * fillMask;    
    
    const float fresnelPower = 5.0;
    fresnel = clamp(pow(fresnel, fresnelPower), 0.0, 1.0);
    
    const float frontFillFresnelPower = 5.0;
    const float frontFillFresnelOffset = 0.02;
    
    float frontFillFresnel = (circleSDF + frontFillFresnelOffset) * (1.0 - fillMask);
    frontFillFresnel = clamp(pow(frontFillFresnel, frontFillFresnelPower), 0.0, 1.0);
    
    // Specular reflection, drawn (stylized, like a cartoon) as two arcs.
	//镜面反射,绘制(风格化,像卡通)为两条弧线。
        
    float specularArcAngle1 = radians(15.0);
    float specularArcAngle2 = radians(2.0);
    
    float specularArcRotation1 = radians(60.0);
    float specularArcRotation2 = radians(28.0);
    
    vec2 specularArcSC1 = vec2(sin(specularArcAngle1), cos(specularArcAngle1));
    vec2 specularArcSC2 = vec2(sin(specularArcAngle2), cos(specularArcAngle2));
    
    const float specularArcOffset = 0.35;
    const float specularArcWidth = 0.07;
    
    vec2 specularArcUV1 = Get2DRotationMatrix(specularArcRotation1) * uv;
    vec2 specularArcUV2 = Get2DRotationMatrix(specularArcRotation2) * uv;
    
    float specularArc1 = sdArc(specularArcUV1, specularArcSC1, 1.0 - specularArcOffset, specularArcWidth);
    float specularArc2 = sdArc(specularArcUV2, specularArcSC2, 1.0 - specularArcOffset, specularArcWidth);
        
    specularArc1 = step(specularArc1, 0.0);
    specularArc2 = step(specularArc2, 0.0);
    
    const float specularStrength = 0.2;
    float specular = specularArc1 + specularArc2;
    
    specular *= specularStrength;
    
    // Final mask. Can be used as alpha.
	//最后的遮罩。 可以用作透明通道。
    
    float mask = ring + fill + fresnel + specular;
    
    // Per-mask RGB colour.
	//每个蒙版 RGB 颜色。
    
    //const vec3 ringColour = vec3(1.0, 0.9, 0.8);//环的颜色
    
    //const vec3 frontFillInnerColour = vec3(1.0, 0.2, 0.1);//前景填充靠里的颜色
    //const vec3 frontFillOuterColour = vec3(0.0, 0.0, 0.0);//前景填充靠边的颜色
    
    vec3 frontFillColour = mix(frontFillInnerColour, frontFillOuterColour, frontFillFresnel);
    
    //const vec3 backFillColour = vec3(0.5, 0.0, 0.0);//背景填充颜色
    
    const vec3 specularColour = vec3(1.0, 1.0, 0.9);//高光颜色
    //const vec3 fresnelColour = vec3(0.5, 0.0, 0.3);//玻璃罩阴影颜色
    
    //const vec3 innerRingGlowColour = vec3(1.0, 0.3, 0.1);//内环发光颜色
    const vec3 outerRingGlowColour = vec3(1.0, 0.8, 0.1);//外环发光颜色
             
    vec3 rgb =
    
        (ring * ringColour) +
        
        (innerRingGlow * innerRingGlowColour) +
        (outerRingGlow * outerRingGlowColour) +
        
        
        ((frontFill * frontFillColour) +
        (backFill * backFillColour))*fillcolour.rbg +
        (fresnel * fresnelColour) +
        (specular * specularColour);
    
    // Background gradient. Just for presentation.
	//背景渐变。 只是为了演示。
    
    const float backgroundGradientPower = 0.6;
    
    float backgroundGradient = length(normalizedCenteredUV);
    
    backgroundGradient = pow(backgroundGradient, backgroundGradientPower);
    backgroundGradient = smoothstep(0.0, 1.0, backgroundGradient);//第一个参数是背景阴影的亮度
    
    vec3 backgroundGradientInnerColour = vec3(0.13, 0.0, 0.4);
    vec3 backgroundGradientOuterColour = vec3(0.0, 0.0, 0.0);//背景外玻璃颜色
    
    vec3 background = mix(backgroundGradientInnerColour, backgroundGradientOuterColour, backgroundGradient);
    
    // Simply add the background to the composite so far.
    //到目前为止,只需将背景添加到合成中    
    background = clamp(background - (fill + ring), 0.0, 1.0);//背景-(填充+环),亮度参数1,亮度参数2
         
    const float backgroundStrength = 0.65;//背景强度    
    background *= backgroundStrength;
    
    rgb += background;
    
    // Output to screen.将颜色输出到屏幕
    
	COLOR = vec4(rgb, mask);
}
Tags
进度条,Progress Bar,液体,Liquid
This shader is a port from an existing Shadertoy project. Shadertoy shaders are by default protected under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) license unless anything else has been stated by the author. For more info, see our License terms.

More from Abyssky

液体进度条像素版-2D Pixel Liquid Fill Inside Sphere

Related shaders

2D Liquid Fill Inside Sphere

液体进度条像素版-2D Pixel Liquid Fill Inside Sphere

2D Spinning Sphere

Subscribe
Notify of
guest

2 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments
John
John
3 months ago

This is awesome!

How would I be able to change the shape of this so it’s a square and not a circle?

And second, how can I control the speed of the waves? They are a bit too fast as is.

Last edited 3 months ago by John
Tetravalence
Tetravalence
16 days ago

fantastic upgrade from the “original,” thanks!