Shader "Unlit/dingdian"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Arange("Arange",float)=1
_Frenquency("Frenquency",float)=1
_Speed("Speed",float)=0.5
}
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 _Arange;//振幅
float _Frenquency;
float _Speed;
v2f vert (appdata v)
{
v2f o;
v.vertex.y= v.vertex.y+ _Arange*sin(_Time.y*_Speed+v.vertex.x*_Frenquency);
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
}
}
}
CG顶点动画
最新推荐文章于 2024-06-12 10:24:19 发布