新建Shader
在原有模版代码修改
Shader "MyShaders/NewImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//飘动幅度
_Amplitude ("Amplitude",float) = 1
//速度
_Speed("Speed",float) = 1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
//声明变量
float _Amplitude;
float _Speed;
v2f vert (appdata v)
{
//内置方法_Time
//时间,主要用于在Shader做动画,类型:float4
//x = t/20
//y = t
//z = t*2
//w = t*3
v.vertex.y = sin(v.vertex.x + _Time.y*_Speed)*_Amplitude;
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
新建材质球,添加Shader
然后场景中创建Plane,然后把材质球赋值给Plane
最终效果调节 材质球中 Amplitude 以及Speed达到想要效果