旗帜飘扬顶点动画


Shader "Shader Forge/FlagFlying" {
    Properties {
        _MainTex ("MainTex", 2D) = "white" {}
        _Amplitude ("Amplitude", Float ) = 0.1
        _Frequency("Frequency",Float)=1
        _WaveLength("WaveLength",Float)=1
        _Power("Power",Float)=1
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite On
            Cull Off

            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"


            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;

            float _Amplitude;
            float _Frequency;
            float _WaveLength;
            float _Power;

            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
               
            };



            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                float4 Time = _Time;

                float VertexMove_Var01 = (sin((mul(unity_ObjectToWorld*_WaveLength,v.vertex).b+mul(unity_ObjectToWorld*_WaveLength,v.vertex).r
                +Time.g*_Frequency))*_Amplitude);

                v.vertex.xyz += float3(0,VertexMove_Var01,0)*pow(o.uv0.g,exp(_Power));


                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos( v.vertex );
           
                return o;
            }



            
            float4 frag(VertexOutput i) : COLOR {
// Lighting:
// Emissive:
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 emissive = _MainTex_var.rgb;
                float3 finalColor = emissive;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    CustomEditor "ShaderForgeMaterialInspector"
}

效果如下:
在这里插入图片描述

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