Unity3D Shader :水面波纹

Shader "Unlit/Test"
{
Properties
{
_MainTex("MainTex",2D)="white"{}
_MainColor("MainColor",COLOR)=(1,1,1,1)
_AddTex("AddTex",2D)="white"{}
_Maxset("Max",Range(0.1,1.0))=0.1
}
SubShader
{
Tags{"RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
LOD 200
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

float4 _MainColor;
sampler2D _MainTex;
sampler2D _AddTex;
float4 _MainTex_ST;
float _Maxset;
struct appdata
{
float4 vertex:POSITION;
float2 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}


float4 frag(v2f o):SV_Target
{
float2 c=(tex2D(_AddTex,o.uv.xy+float2(0,_Time.x)).gb+tex2D(_AddTex,o.uv.xy+float2(_Time.x,0)).gb)-1;
float2 ruv=o.uv.xy+c.xy*_Maxset;
half4 h=tex2D(_MainTex,ruv)*_MainColor;
return h;
}
ENDCG
}
}
FallBack "Diffuse"

}


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转载自blog.csdn.net/weixin_42452001/article/details/80684081