【Shader】顶点动画

Shader "Water" {
    Properties {
        _MainTex ("Main Tex", 2D) = "white" {}
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _Magnitude ("Distortion Magnitude", Float) = 1
        _Frequency ("Distortion Frequency", Float) = 1
        _InvWaveLength ("Distortion Inverse Wave Length", Float) = 10
        _Speed ("Speed", Float) = 0.5
    }
    SubShader {
        // Need to disable batching because of the vertex animation
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"}

        Pass {
            Tags { "LightMode"="ForwardBase" }

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull Off

            CGPROGRAM  
            #pragma vertex vert 
            #pragma fragment frag

            #include "UnityCG.cginc" 

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;

            struct a2v {
                float4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v v) {
                v2f o;

                float4 offset;
                offset.yzw = float3(0.0, 0.0, 0.0);
                offset.x = sin(
                    _Frequency * _Time.y + 
                    v.vertex.x * _InvWaveLength + 
                    v.vertex.y * _InvWaveLength + 
                    v.vertex.z * _InvWaveLength) 
                    * _Magnitude;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex + offset);

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv +=  float2(0.0, _Time.y * _Speed);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
                fixed4 c = tex2D(_MainTex, i.uv);
                c.rgb *= _Color.rgb;

                return c;
            } 

            ENDCG
        }
    }
    FallBack "Transparent/VertexLit"
}

// 顶点动画的阴影

Pass {
            // 如果之前的pass中有顶点动画,此时如果还是使用系统内置的ShadowCaster
            // 仍然可以产生阴影,但是,它不会改变顶点的位置,也就是阴影不会随着之前顶点动画的改变而改变
            // 所以如果希望阴影和顶点动画的阴影匹配,那就需要自定义阴影并且顶点的改变应该和之前的pass相同
            Tags { "LightMode" = "ShadowCaster" }

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            #pragma multi_compile_shadowcaster

            #include "UnityCG.cginc"

            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;

            struct v2f { 
                V2F_SHADOW_CASTER;
            };

            v2f vert(appdata_base v) {
                v2f o;

                float4 offset;
                offset.yzw = float3(0.0, 0.0, 0.0);
                // 需要与上一个pass中顶点动画的改变一样
                offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
                v.vertex = v.vertex + offset;

                // 需要名字是v.vertex  v.normal这两个参数
                TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)

                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
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