代码如下:
其中,_MainTex_ST的ST是scale 和translation的意思 。详见:https://blog.csdn.net/huahuakucha/article/details/88690714
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/SinShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;//这里是必须的,TRANSFORM_TEX函数回调用到
v2f vert (appdata v)
{
v2f o;
float dist = distance(v.vertex, float4(0, 0, 0,0));//得到顶点距离中心点的距离
float h = sin(dist * 2 + _Time.z) / 5;//得到顶点高度:随距离和时间变化
o.vertex = mul(unity_ObjectToWorld, v.vertex);//得到顶点在世界空间的正常高度
o.vertex.y = h;//关键点,修改顶点坐标的y值
o.vertex = mul(unity_WorldToObject, o.vertex);//世界空间-》模型空间
o.vertex = UnityObjectToClipPos(o.vertex);//模型空间-》剪切空间 UnityObjectToClipPos等于MVP矩阵
o.uv = TRANSFORM_TEX(v.uv, _MainTex);//根据顶点的纹理坐标,计算出对应的纹理的真正的UV坐标
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}