Shader "Achonor/TurnBook"
{
Properties
{
_MainTex ("FrontTex", 2D) = "white" {}
_BackTex ("BackTex", 2D) = "white" {}
_Speed ("Turn _Speed", Range(0, 1)) = 0.5
_XOffset ("Centor X Offset", float) = 5
_Angle ("Angle", Range(0, 180)) = 180
_WaveLength("WaveLength",Range(-1, 1)) = 0
_WaveHeight("WaveHeight",Range(0, 8)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _BackTex;
float4 _MainTex_ST;
float4 _BackTex_ST;
float _Speed;
float _XOffset;
float _Angle;
float _WaveLength;
float _WaveHeight;
v2f vert(appdata v)
{
v2f o;
float sin_v, cos_v;
sincos(radians(_Angle * ((_Time.y * _Speed) % 1)) , sin_v, cos_v);
float4x4 rt_matrix = {
cos_v, -sin_v, 0, 0,
sin_v, cos_v, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
v.vertex += float4(_XOffset, 0, 0, 0);
float distance = sqrt(v.vertex.x * v.vertex.x);
v.vertex.y = sin(distance * _WaveLength) * _WaveHeight * sin_v;;
v.vertex.x = v.vertex.x * (0.9 + abs(cos_v * 0.1));
v.vertex = mul(rt_matrix, v.vertex);
v.vertex -= float4(_XOffset, 0, 0, 0);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _BackTex);
return o;
}
fixed4 frag1(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv.xy);
return col;
}
fixed4 frag2(v2f i) : SV_Target
{
fixed4 col = tex2D(_BackTex, i.uv.zw);
return col;
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag1
ENDCG
}
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag2
ENDCG
}
}
}
UnityShader 翻书效果
最新推荐文章于 2022-12-01 11:11:46 发布