Shader 代码
Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("Color",COLOR)=(1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float _distanceFactor;
uniform float _timeFactor;
uniform float _totaFactor;
uniform float _waveWidth;
uniform float _curwaveDistance;
float4 _MainColor;
fixed4 frag(v2f_img i):SV_Target
{
float2 dv=float2(0.5,0.5)-i.uv;
dv=dv*float2(_ScreenParams.x/_ScreenParams.y,1);
float dis=sqrt(dv.x*dv.x+dv.y*dv.y);
float sinFactor=sin(dis*_distanceFactor+_Time.y*_timeFactor)*_totaFactor*0.01;
float discardFactor=clamp(_waveWidth-abs(_curwaveDistance-dis),0,1);
float2 dv1=normalize(dv);
float2 off =dv1*sinFactor*discardFactor;
float2 uv=off+i.uv;
return tex2D(_MainTex,uv)*_MainColor.xyzw;
}
ENDCG
SubShader
{
Pass
{
ZTest Always
Cull Off
ZWrite Off
Fog{Mode off}
CG