使用UnityShader实现星空效果
实现原理: y=ASin(wx+Q)
//使用不同的频率采样同一张纹理即可
Shader "zclShader/流动的星空Shader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
uv += 0.01*sin(i.uv*3.14 * 9 +_Time.y);
fixed4 col_1 = tex2D(_MainTex, uv);
uv = i.uv;
uv += 0.01*sin(i.uv*3.14*5+_Time.y);
fixed4 col_2 = tex2D(_MainTex, uv);
return (col_1+ col_2)/2;
}
ENDCG
}
}
}