Shader "QShader/VertexAnimation"{
Properties{
_MainTex("Main Texture",2D) = "white"{
}
_XSpeed("X Axis Speed",Float) = 1.0
_YSpeed("Y Axis Speed",Float) = 1.0
}
SubShader{
pass {
Tags{
"LightMode" = "Always"}
CGPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float _XSpeed;
float _YSpeed;
v2f Vertex(appdata_base v) {
v2f o;
v.vertex.y += sin(_Time.y + v.vertex.x * _XSpeed + v.vertex.z * _YSpeed);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 Fragment(v2f i) :SV_TARGET{
return tex2D(_MainTex,i.uv);
}
ENDCG
}
}
}
顶点动画-VetexAnimation
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转载自blog.csdn.net/qq_39691716/article/details/120511131
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