操作过程
- 创建一个Plane平面,创建一个材质球,创建一个Image Effect Shader。
- 更改Plane网格顶点,就可以让Plane动起来,即在顶点坐标Y方向上叠加y= sin(wx+t)
代码
Shader "Hidden/wave"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Arange("Amplitute",float) = 1
_Frenquency("Frenquency",float) = 0.5
_Speed("Speed",float) = 0.5
}
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;
};
float _Frenquency;
float _Arange;
float _Speed;
v2f vert (appdata v)
{
v2f o;
float timer = _Time.y * _Speed;
float waver = _Arange * sin(timer + v.vertex.x * _Frenquency);
v.vertex.y = v.vertex.y + waver;
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
}
}
}
效果