效果:
代码:
Shader "Custom/06"
{
Properties
{
[HDR]_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_DistortTexture("distort texture",2D)="bump"{}
_Speed("Speed",float)=0
_UVDistortIntensity("uv distort intensity",Range(0,1))=0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _DistortTexture;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
half _Speed;
half _UVDistortIntensity;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
float2 uv1 = IN.uv_MainTex + _Time.y*_Speed*float2(-1, -1);
float2 uv2 = IN.uv_MainTex + _Time.y*_Speed*float2(1, 1);
float3 Distort = UnpackScaleNormal(tex2D(_DistortTexture, IN.uv_MainTex), _UVDistortIntensity);
float4 mainTex1 = tex2D(_MainTex, (float3(uv1,0) + Distort).xy);
float4 mainTex2 = tex2D(_MainTex, (float3(uv2, 0) + Distort).xy);
float4 color = _Color * mainTex1*mainTex2;
o.Albedo = color;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}