效果:
代码:
Shader "MyShader/FlowLight"
{
Properties
{
_FlowTex("流动贴图",2D)="white"{}
_FlowSpeed("流动速度",Vector)=(0,0,0,0)
}
SubShader
{
Tags{"Queue"="Transparent"}
Pass
{
Blend SrcAlpha One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _FlowTex;
float4 _FlowTex_ST;
float4 _FlowSpeed;
struct vertexInput
{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
};
struct vertexOutput
{
float4 pos:SV_POSITION;
float3 worldPos:TEXCOORD1;
float3 pivotPos:TEXCOORD2;
float2 uv:TEXCOORD3;
};
vertexOutput vert(vertexInput v)
{
vertexOutput o = (vertexOutput)0;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.pivotPos = mul(unity_ObjectToWorld,float4(0.0,0.0,0.0,1.0)).xyz;
o.uv = TRANSFORM_TEX(v.texcoord,_FlowTex);
return o;
}
float4 frag(vertexOutput i):SV_TARGET
{
float2 uv =(i.worldPos.xy-i.pivotPos.xy)*i.uv+_Time.y*_FlowSpeed.xy;
return tex2D(_FlowTex,uv);
}
ENDCG
}
}
}