实现一个中间向边缘扩散的正旋波效果,水面的最简单的基本形态顶点动画
Shader "Custom/SinShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
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 : POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
float dist = distance(v.vertex.xyz,float3(0,0,0));
float h = sin(dist*2 + _Time.z)/5;
o.vertex = mul(unity_ObjectToWorld,v.vertex);
o.vertex.y = h;
o.vertex = mul(unity_WorldToObject, o.vertex);
o.vertex = UnityObjectToClipPos(o.vertex);
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}