Shader "Custom/surfaceshader08"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_ExtrusionFrency("Frency",float)=0
_ExtrusionSwing("Swing",Range(0,50))=1
}
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 vertex:vertFun
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _ExtrusionFrency;
float _ExtrusionSwing;
// 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 vertFun(inout appdata_full v,out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);//初始化
float3 normal=v.normal.xyz;
float3 vertexPos=v.vertex.xyz;
v.vertex.xzy+= normal*max(0,sin((vertexPos.y+_Time.x)*_ExtrusionFrency)/_ExtrusionSwing);
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
法线外扩(CG)
最新推荐文章于 2024-04-26 12:08:01 发布