水波纹理shader
Shader "Custom/uv" {
Properties {
_MianTex("MianTex",2D)=""{}//主纹理贴图
_F("F",Range(0,29))=10//周期
_A("A",Range(0,0.1))=0.01//振幅
_R("R",Range(0,1))=0.2//水波范围
}
SubShader {
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"
sampler2D _MianTex;
float4 _MianTex_ST;
float _F;
float _A;
float _R;
struct v2f{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
v2f vert(appdata_full v){
v2f o;