旗帜飘动
Shader "CX/Simple Sine Wave"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Normal ("Normal Map", 2D) = "bump" {}
_Speed ("Speed", float) = 1.25
_Amplitude ("Amplitude", float) = 1.0
_Smoothness ("Smoothness", Range(0, 1)) = 0.5
_Metallic ("Metallic", Range(0, 1)) = 0.5
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 150
Cull [_Cull]
ZWrite On
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow fullforwardshadows
#pragma vertex vert
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
fixed4 _Color;
sampler2D _MainTex;
sampler2D _Normal;
half _Smoothness;
half _Metallic;
half _Speed;
half _Amplitude;
struct Input
{
float2 uv_MainTex;
float2 uv_Normal;
};
// 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)
fixed4 pixel;
void surf (Input IN, inout SurfaceOutputStandard o)
{
pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = pixel.rgb;
o.Smoothness = _Smoothness;
o.Metallic = _Metallic;
o.Normal = tex2D(_Normal, IN.uv_Normal);
}
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
void vert(inout appdata v){
v.vertex.y = sin((_Time.y + v.vertex.x) * _Speed) * _Amplitude;
}
ENDCG
}
FallBack "Diffuse"
}