Unity Shader 代码:
Shader "Custom/Shader001" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
//增加的顶点控制代码
void vert(inout appdata_full v)
{
//x,y,z 为随时间变化的量,数值可以自己随意设置
float x = sin(_SinTime*20);
float y = sin(_SinTime*20);
float z = sin(_SinTime*20);
//定义一个 4*4 的矩阵类型,将旋转和平移包含进去
float4x4 m = {1,0,0,x,
0,1,0,y,
0,0,1,z,
0,0,0,1};
//对顶点进行变换
v.vertex = mul(m,v.vertex);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
vert() 这段顶点控制代码会在表面着色函数 surf() 之前被执行,即我们的控制是在模型空间内进行的。之后输出的顶点信息会被作为标准的表面着色器的输入数据。
在场景中生成一个 Cube,然后生成一个新的 Material,将该 Material 的 Shader 替换为自定义的 Custom/Shader001 即可。Cube 的渲染位置会随着时间变化,而它本身的物理位置不动 .
End.