简单的uv流动

Shader "Custom/Surface05"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Smoothness ("Smoothness", Range(0,1)) = 0.5
        _Normal("Normal",2D)="bump"{}
        _Mask("Mask",2D)="white"{}
        _Specular("Specular",2D)="white"{}
        _Fire("Fire",2D)="white"{}
        _FireIntensity("FireIntensity",Range(0,2))=1
        _FireSpeed("FireSpeed",Vector)=(0,0,0,0)
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" "Queue"="Geometry" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf StandardSpecular fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _Normal;
        sampler2D _Mask;
        sampler2D _Specular;
        sampler2D _Fire;

        struct Input
        {
            float2 uv_MainTex;
        };
       
        half _Smoothness;
        fixed4 _Color;
        half2 _FireSpeed;
        float _FireIntensity;


        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandardSpecular o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Normal= UnpackNormal(tex2D(_Normal,IN.uv_MainTex));
            float2 uv=IN.uv_MainTex+_Time.x*_FireSpeed;
            o.Emission=((tex2D(_Mask,IN.uv_MainTex)*(tex2D(_Fire,uv)*_FireIntensity*(_SinTime.w+2)))).rgb;
            o.Specular=tex2D(_Specular,IN.uv_MainTex).rgb;
             Metallic and smoothness come from slider variables
            o.Smoothness = _Smoothness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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