效果
原理
利用灯光投射范围
利用法线RG偏移贴图
代码
Shader "QQ/LightWave"
{
Properties
{
_Color("Color",Color) = (0,0,0,1)
_MainTex("Texture", 2D) = "white" {}
_WaveTex("Wave",2D) = "white" {}
_BumpTex("Bump", 2D) = "white" {}
_HeatForce("HeatForce",float) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fog
#pragma target 3.0
struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv: TEXCOORD0;
UNITY_FOG_COOR