Fragment shader---UV动画2

利用uv的连续的偏移,就可以形成一个动画

1、通过时间的不断变化


Shader "Custom/s_uv_animation1" {

	Properties{
		_MainTex("MainTex", 2D) = ""{}
	}
		SubShader{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"


		float tiling_x;
		float tiling_y;
		float offset_x;
		float offset_y;

		sampler2D _MainTex;
		//unity总是会帮我们传递这样一个值
		float4 _MainTex_ST;

		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			IN.uv.x+=_Time.x;
			fixed4 color = tex2D(_MainTex,IN.uv);
			return color;
		}
			ENDCG
	}
	}
}








2、得到水波荡漾的效果


Shader "Custom/s_uv_animation1" {

	Properties{
		_MainTex("MainTex", 2D) = ""{}
		_F("F",range(1,30))=10
	}
		SubShader{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"


		float tiling_x;
		float tiling_y;
		float offset_x;
		float offset_y;

		sampler2D _MainTex;
		//unity总是会帮我们传递这样一个值
		float4 _MainTex_ST;
		float _F;

		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			IN.uv.x+=0.01*sin(IN.uv.x*3.14*_F+_Time.y);
			IN.uv.y += 0.01*sin(IN.uv.x*3.14*_F + _Time.y);
			fixed4 color = tex2D(_MainTex,IN.uv);
			return color;
		}
		ENDCG
	}
	}
}





3、通过添加颜色可以看到确实出现了圆形水波,但是是从外向内

Shader "Custom/s_uv_animation1" {

	Properties{
		_MainTex("MainTex", 2D) = ""{}
		_F("F",range(1,30))=10
		_A("A",range(0,0.1)) = 0.01
	}
		SubShader{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"


		float tiling_x;
		float tiling_y;
		float offset_x;
		float offset_y;

		sampler2D _MainTex;
		//unity总是会帮我们传递这样一个值
		float4 _MainTex_ST;
		float _F;
		float _A;

		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			//IN.uv.x+=0.01*sin(IN.uv.x*3.14*_F+_Time.y);
			//IN.uv.y += 0.01*sin(IN.uv.x*3.14*_F + _Time.y);
			float2 uv = IN.uv;
			float dis = distance(uv,float2(0.5,0.5));
			float scale = _A*sin(dis*3.14*_F + _Time.y);
			uv = uv + uv*scale;

			fixed4 color = tex2D(_MainTex,uv)+fixed4(1,1,1,1)*saturate(scale)*100;
			return color;
		}
		ENDCG
	}
	}
}

解决办法:


4、水波改为由内向外

Shader "Custom/s_uv_animation1" {

	Properties{
		_MainTex("MainTex", 2D) = ""{}
		_F("F",range(1,30))=10
		_A("A",range(0,0.1)) = 0.01
	}
		SubShader{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"


		float tiling_x;
		float tiling_y;
		float offset_x;
		float offset_y;

		sampler2D _MainTex;
		//unity总是会帮我们传递这样一个值
		float4 _MainTex_ST;
		float _F;
		float _A;

		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			//IN.uv.x+=0.01*sin(IN.uv.x*3.14*_F+_Time.y);
			//IN.uv.y += 0.01*sin(IN.uv.x*3.14*_F + _Time.y);
			float2 uv = IN.uv;
			float dis = distance(uv,float2(0.5,0.5));
			float scale = _A*sin(-dis*3.14*_F + _Time.y);
			uv = uv + uv*scale;

			fixed4 color = tex2D(_MainTex,uv)+fixed4(1,1,1,1)*saturate(scale)*100;
			return color;
		}
		ENDCG
	}
	}
}





5、通过变量_R控制波纹的大小

Shader "Custom/s_uv_animation1" {

	Properties{
		_MainTex("MainTex", 2D) = ""{}
		_F("F",range(1,30))=10
		_A("A",range(0,0.1)) = 0.01
		_R("R",range(0,1))=0
	}
		SubShader{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"


		float tiling_x;
		float tiling_y;
		float offset_x;
		float offset_y;

		sampler2D _MainTex;
		//unity总是会帮我们传递这样一个值
		float4 _MainTex_ST;
		float _F;
		float _A;
		float _R;

		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			//IN.uv.x+=0.01*sin(IN.uv.x*3.14*_F+_Time.y);
			//IN.uv.y += 0.01*sin(IN.uv.x*3.14*_F + _Time.y);
			float2 uv = IN.uv;
			float dis = distance(uv,float2(0.5,0.5));
			float scale=0;
			if (dis < _R) {
				scale = _A*sin(-dis*3.14*_F + _Time.y);
				uv = uv + uv*scale;
			}

			fixed4 color = tex2D(_MainTex,uv)+fixed4(1,1,1,1)*saturate(scale)*100;
			return color;
		}
		ENDCG
	}
	}
}




6、水波效果

Shader "Custom/s_uv_animation1" {

	Properties{
		_MainTex("MainTex", 2D) = ""{}
		_F("F",range(1,30))=10
		_A("A",range(0,0.1)) = 0.01
		_R("R",range(0,1))=0
	}
		SubShader{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"


		float tiling_x;
		float tiling_y;
		float offset_x;
		float offset_y;

		sampler2D _MainTex;
		//unity总是会帮我们传递这样一个值
		float4 _MainTex_ST;
		float _F;
		float _A;
		float _R;

		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			//IN.uv.x+=0.01*sin(IN.uv.x*3.14*_F+_Time.y);
			//IN.uv.y += 0.01*sin(IN.uv.x*3.14*_F + _Time.y);
			float2 uv = IN.uv;
			float dis = distance(uv,float2(0.5,0.5));
			float scale=0;
			
			//扩散的幅度
			_A *= saturate(1-dis / _R);
			scale = _A*sin(-dis*3.14*_F + _Time.y);
			uv = uv + uv*scale;
			
			fixed4 color = tex2D(_MainTex, uv) ;
			//fixed4 color = tex2D(_MainTex,uv)+fixed4(1,1,1,1)*saturate(scale)*100;
			return color;
		}
		ENDCG
	}
	}
}




7、波光粼粼的效果

Shader "Custom/s_uv_animation1" {

	Properties{
		_MainTex("MainTex", 2D) = ""{}
		_F("F",range(1,30))=10
		_A("A",range(0,0.1)) = 0.01
		_R("R",range(0,1))=0
	}
		SubShader{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"


		float tiling_x;
		float tiling_y;
		float offset_x;
		float offset_y;

		sampler2D _MainTex;
		//unity总是会帮我们传递这样一个值
		float4 _MainTex_ST;
		float _F;
		float _A;
		float _R;

		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			//IN.uv.x+=0.01*sin(IN.uv.x*3.14*_F+_Time.y);
			//IN.uv.y += 0.01*sin(IN.uv.x*3.14*_F + _Time.y);
			IN.uv+= 0.005*sin(IN.uv*3.14*_F + _Time.y);
			float2 uv = IN.uv;
			float dis = distance(uv,float2(0.5,0.5));
			float scale=0;
			
			//扩散的幅度
			_A *= saturate(1-dis / _R);
			scale = _A*sin(-dis*3.14*_F + _Time.y);
			uv = uv + uv*scale;
			
			fixed4 color = tex2D(_MainTex, uv) ;
			return color;
		}
		ENDCG
	}
	}
}



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