本shader主要实现颜色的明暗变化,通过COS()函数实现周期性的变化;
Shader "Unlit/ShanShuo"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("Color",Color)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);//基础部分,不用多说
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 b_color =_MainColor*((cos( _Time.y*4)+3)/8.0);//功能的重点,通过COs()实现周期变化
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv)*b_color;
return col;
}
ENDCG
}
}
}