Shader "Custom/spaceShader"
{
Properties
{
[HDR]_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_DistortTexture("DistortTexture",2D)="bump"{}
_Speed("Speed",float)=0
_UVDisIntensity("UVDisIntensity",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
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _DistortTexture;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _UVDisIntensity;
float _Speed;
// 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 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),_UVDisIntensity);
float4 mainTexture1=tex2D(_MainTex,(float3(uv1,0)+Distort).xy);
float4 mainTexture2=tex2D(_MainTex,(float3(uv2,0)+Distort).xy);
float4 color=_Color*mainTexture1*mainTexture2;
o.Emission=color;
o.Albedo = color;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}
法线扭曲cg
最新推荐文章于 2023-07-30 21:21:35 发布