unityshader 小旗飘飘

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> 

}

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