Shader-旗帜飘动

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"

}

猜你喜欢

转载自blog.csdn.net/chenqinji/article/details/127195376