Unity Shader学习:卡通瓶纸

Unity Shader学习:卡通瓶纸

关于切面填充的做法很巧妙,如果液体需要透明理论上可以用模板测试来做。

原文链接:http://walkingfat.com/liquid-bottle-%E6%B6%B2%E4%BD%93%E7%93%B6%E5%88%B6%E4%BD%9C/
在这里插入图片描述

c#:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Wobble : MonoBehaviour {
   

    private Renderer rend;
    private Vector3 lastPos;
    private Vector3 velocity;
    private Vector3 lastRot;
    private Vector3 angularVelocity;
    public float maxWobble = 0.03f;
    public float WobbleSpeed = 1f;
    public float Recovery = 1f;
    private float wobbleAmountX;
    private float wobbleAmountZ;
    private float wobbleAmountToAddX;
    private float wobbleAmountToAddZ;
    private float pulse;
    private float time = 0.5f;  

	void Start () {
   
        rend = GetComponent<Renderer>();
	}
	
	// Update is called once per frame
	void Update () {
   
        time += Time.deltaTime;
        //decrease wobble overt time
        wobbleAmountToAddX = Mathf.Lerp(wobbleAmountToAddX, 0, Time.deltaTime * Recovery);
        wobbleAmountToAddZ = Mathf.Lerp(wobbleAmountToAddZ, 0, Time.deltaTime * Recovery);
        //make a sine wave of the decreasing wobble
        pulse = 2f * 3.1415926f * WobbleSpeed;
        wobbleAmountX = wobbleAmountToAddX * Mathf.Sin(pulse * time);
        wobbleAmountZ = wobbleAmountToAddZ * Mathf.Sin(pulse * time);
        //send to shader
        rend.material.SetFloat("_WobbleX", wobbleAmountX);
        rend.material.SetFloat("_WobbleZ", wobbleAmountZ);
        //velocity
        velocity = (lastPos - transform.position) / Time.deltaTime;
        angularVelocity = transform
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