Unity波浪shader

 

Shader "Custom/waver"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_Arange("Amplitute", float) = 1
		_Frenquncy("Frenqunce", float) = 0.5
		_Speed("Speed", float) = 0.5
		_Speed2("Speed2", float) = 0.1
    }
    SubShader
    {
        // No culling or depth
        //Cull Off ZWrite Off ZTest Always
		Tags { "RenderType" = "Opaque" "Queue" = "Transparent" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

			sampler2D _MainTex;
			float _Arange;
			float _Frenquncy;
			float _Speed;
			float _Speed2;

            v2f vert (appdata v)
            {
                v2f o;
				float timer = _Time.y*_Speed;
				float waver = _Arange * sin(timer+v.vertex.z *_Frenquncy);
				v.vertex.y = v.vertex.y+waver;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
				float2 tmpUV = i.uv;
				tmpUV.x -= _Speed2 * _Time.y;
				tmpUV.y += _Speed2 * _Time.y;
                fixed4 col = tex2D(_MainTex, tmpUV);
                // just invert the colors
                //col.rgb = 1 - col.rgb;
                return col;
            }
            ENDCG
        }
    }
}

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转载自blog.csdn.net/zouxin_88/article/details/121329238