在学习了解了Shader2.0基础结构,本文学习一个实例简单的波动:
Y=Asin(ωx+φ)
- φ:决定波形与x轴的位置关系(横向移动位置,左加右减)
- ω:决定周期(最小正周期T=2π/|ω|)
- A:决定峰值(纵向拉伸/压缩的倍数)
显然波动是顶点位置的变化,因此波动的逻辑应该放在顶点着色器 中:
Shader "Hidden/Wave"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Arange("Amplitute",float)=1
_Prenquncy("Prenquncy",float)=0.5
_Speed("Speed",float)=1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Arange;
float _Prenquncy;
float _Speed;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
float timer=_Time.y*_Speed;
float waver=_Arange*sin(timer*v.vertex.x*_Prenquncy);
v.vertex.y=v.vertex.y+waver;
o.vertex = UnityObjectToClipPos(v.vertex);//顶点转换,
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
//col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}