// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/PiaoDongQiZhi" {
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Texture", 2D) = "white" { }
}
SubShader
{
Pass
{
CULL Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
float4 _Color;
sampler2D _MainTex;
// vertex input: position, normal
struct appdata {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float2 uv: TEXCOORD0;
};
v2f vert(appdata v) {
v2f o;
float sinOff = v.vertex.x + v.vertex.y + v.vertex.z;
float t = -_Time * 50;
float fx = v.texcoord.x;
float fy = v.texcoord.x*v.texcoord.y;
v.vertex.x += sin(t*1.45 + sinOff)*fx*0.5;
v.vertex.y += sin(t*3.12 + sinOff)*fx*0.5 - fy*0.9;
v.vertex.z -= sin(t*2.2 + sinOff)*fx*0.2;
//mul返回输入矩阵相乘的积。
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float4 frag(v2f i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv);
return color;
}
ENDCG
SetTexture[_MainTex]{ combine texture }
}
}
Fallback "VertexLit"
}