Sahder-熔岩

Shader "CX/Lava3D"

{

Properties

{

[HDR] _Color ("Color", Color) = (1,1,1,1)

_MainTex ("Albedo (RGB)", 2D) = "white" {}

_HeightMap ("Height Map (Black and White)", 2D) = "bump" {}

_FlowDirection ("Flow Direction", Vector) = (1, 0, 0, 0)

_Speed ("Speed", float) = 0.25

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_Amplitude ("Amplitude", float) = 1.0

[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2

}

SubShader

{

Tags { "RenderType"="Opaque" }

LOD 150

Cull [_Cull]

CGPROGRAM

// Physically based Standard lighting model, and enable shadows on all light typesv

#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 _HeightMap;

half4 _FlowDirection;

half _Speed;

half _Amplitude;

struct Input

{

float2 uv_MainTex;

float2 uv_HeightMap;

};

// 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 + _FlowDirection * fmod(_Time.y, 1200) * _Speed) * _Color;

o.Albedo = pixel.rgb;

}

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

};

fixed4 texPixel;

void vert (inout appdata vert){

texPixel = tex2Dlod(_HeightMap, vert.texcoord1 + _FlowDirection * fmod(_Time.y, 1200) * _Speed);

vert.vertex.y = texPixel.r * _Amplitude;

}

ENDCG

}

FallBack "Diffuse"

}

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转载自blog.csdn.net/chenqinji/article/details/127195362
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