效果图如下:
实现了简单的上下浮动,可模拟简单的水面效果。
代码如下:
Shader "MyShader/014"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Swing("Swing",float) = 1//振幅
_Frequency("Frequency",float)=1//频率
_Speed("Speed",float)=0.5//速度
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Swing;
float _Frequency;
float _Speed;
v2f vert (appdata v)
{
v2f o;
//_Swing控制上下波动的大小,_Speed控制上下波动的速度,v.vertex.x*_Frequency根据x的不同控制左右的褶皱程度
v.vertex.y = v.vertex.y + _Swing * sin(_Time.y*_Speed + v.vertex.x*_Frequency);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}