Shader "Custom/RivalShader"{
Properties{
_MainTex("Base (GRB)",2D) = "white"{}
//增加 X,Y 轴的移动速度
_ScrollXSpeed("X Scroll Speed",Range(0,10)) = 2
_ScrollYSpeed("Y Scroll Speed",Range(0,10)) = 2
}
SubShader{
Tags{
"RenderType" = "Opaque"
}
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed _ScrollXSpeed;
fixed _ScrollYSpeed;
struct Input{
float2 uv_MainTex;
};
void surf(Input IN,inout SurfaceOutput o){
fixed2 scrolledUV = IN.uv_MainTex;
fixed xScrollValue = _ScrollXSpeed * _Time.y;
fixed yScrollValue = _ScrollYSpeed * _Time.y;
scrolledUV += fixed2(xScrollValue,yScrollValue);
//拿取新的纹理坐标进行采样获取
half4 c = tex2D(_MainTex,scrolledUV);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
<Shader>简单的纹理坐标滚动(水波模型)
最新推荐文章于 2023-04-07 17:01:29 发布