【shader】 海面波浪效果,包含UV正旋位移和顶点偏移;
以下为代码块
Shader "MyTestShader/WaterShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseTex("噪声纹理",2d)="white"{}
_XOffset("XUV偏移",Range(0,1))=0
_YOffset("YUV偏移",Range(0,1))=0
}
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;
sampler2D _NoiseTex;
float _XOffset;
float _YOffset;
v2f vert (appdata v)
{
v2f o;
float h=distance(v.vertex.x,float(0));
v.vertex.y=sin(h+_Time.y)/3;
o.vertex=UnityObjectToClipPos(v.vertex);
o.uv=TRANSFORM_TEX(v.uv,_MainTex); //--计算偏移量
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 noiseValue=tex2D(_NoiseTex,i.uv).r;
float2 offset_uv=(noiseValue+_XOffset*_Time.y,noiseValue+_YOffset*_Time.y);
fixed4 col = tex2D(_MainTex, i.uv+offset_uv);
return col;
}
ENDCG
}
}
}