效果图:
Shader "Unlit/test_2"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutColer("OutColor",Color)=(1,0,0,1) //振幅颜色
_OutDis("OutDis",Float)=0.100 //振幅幅度
_OutTime("OutTime",Float) =0.5 //振幅一次的时间
_AlphaVaue("_AlphaVaue",Range(0,0.5))=0.1
_ShowOpen("ShowOpen",int)=0
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha //Blend混合命令
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
Pass
{
//剔除正面
ZWrite Off //关闭深度写入
//Cull Front
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
float _OutDis;
float _OutTime;
fixed4 _OutColer;
sampler2D _MainTex;
float _AlphaVaue;
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
v2f vert(appdata_full v)
{
在vert阶段让模型的每个顶点沿着法线方向偏移指定的距离
//v.vertex.xyz+=normalize(v.normal)*_OutDis/3*abs(_Time.y%_OutTime);
//v2f o;
//o.pos = UnityObjectToClipPos(v.vertex);
//return o;
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 vnormal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
//将视空间法线xy坐标转化到投影空间
float2 offset = TransformViewToProjection(vnormal.xy);
//在最终投影阶段输出进行偏移操作
o.pos.xy += offset * _OutDis*abs(_SinTime.w)/**abs(_Time.y%_OutTime)*/;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
col.a=_AlphaVaue;
return col;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}