Shader “Custom/PiaoDongQiZhi” {
Properties
{
_Color (“Main Color”, Color) = (1,1,1,1)
_MainTex (“Texture”, 2D) = “white” { }
}
SubShader
{
Pass
{
CULL Off
CGPROGRAM
<span class="hljs-comment">#pragma vertex vert </span>
<span class="hljs-comment">#pragma fragment frag </span>
<span class="hljs-comment">#include "UnityCG.cginc" </span>
<span class="hljs-comment">#include "AutoLight.cginc" </span>
float4 _Color;
sampler2D _MainTex;
<span class="hljs-regexp">//</span> vertex input: position, normal
struct appdata {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD<span class="hljs-number">0</span>;
};
struct v2f {
float4 <span class="hljs-keyword">pos</span> : POSITION;
float2 uv: TEXCOORD<span class="hljs-number">0</span>;
};
v2f vert (appdata v) {
v2f o;
float sinOff=v.vertex.<span class="hljs-keyword">x</span>+v.vertex.<span class="hljs-keyword">y</span>+v.vertex.z;
float t=-_Time<span class="hljs-variable">*50</span>;
float fx=v.texcoord.<span class="hljs-keyword">x</span>;
float fy=v.texcoord.<span class="hljs-keyword">x</span><span class="hljs-variable">*v</span>.texcoord.<span class="hljs-keyword">y</span>;
v.vertex.<span class="hljs-keyword">x</span>+=<span class="hljs-keyword">sin</span>(t<span class="hljs-variable">*1</span>.<span class="hljs-number">45</span>+sinOff)<span class="hljs-variable">*fx</span><span class="hljs-variable">*0</span>.<span class="hljs-number">5</span>;
v.vertex.<span class="hljs-keyword">y</span>+=<span class="hljs-keyword">sin</span>(t<span class="hljs-variable">*3</span>.<span class="hljs-number">12</span>+sinOff)<span class="hljs-variable">*fx</span><span class="hljs-variable">*0</span>.<span class="hljs-number">5</span>-fy<span class="hljs-variable">*0</span>.<span class="hljs-number">9</span>;
v.vertex.z-=<span class="hljs-keyword">sin</span>(t<span class="hljs-variable">*2</span>.<span class="hljs-number">2</span>+sinOff)<span class="hljs-variable">*fx</span><span class="hljs-variable">*0</span>.<span class="hljs-number">2</span>;
<span class="hljs-regexp">//mul</span>返回输入矩阵相乘的积。
o.<span class="hljs-keyword">pos</span> = UnityObjectToClipPos( v.vertex );
o.uv = v.texcoord;
<span class="hljs-keyword">return</span> o;
}
float4 frag (v2f i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv);
<span class="hljs-keyword">return</span> color;
}
ENDCG
SetTexture [_MainTex] {combine texture}
}
}
Fallback <span class="hljs-string">"VertexLit"</span>
}