参考别人的代码,实现的一个水流波动效果。
原理是实时改变纹理贴图的坐标
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/SinShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
float dist = distance(v.vertex.xyz, float3(0, 0, 0));
float h = sin(dist * 2 + _Time.z) / 5;//高度随时间做正弦波变化
o.vertex = mul(unity_ObjectToWorld, v.vertex);
o.vertex.y = h;
o.vertex = mul(unity_WorldToObject, o.vertex);
o.vertex = UnityObjectToClipPos(o.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
或者改变一下写法也可以
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/SinShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
float dist = distance(v.vertex.xyz, float3(0, 0, 0));
float h = sin(dist * 2 + _Time.z) / 5;
//o.vertex = mul(unity_ObjectToWorld, v.vertex);
o.vertex.x = v.vertex.x;
o.vertex.w = v.vertex.w;
o.vertex.z = v.vertex.z;
o.vertex.y = h;
//o.vertex = mul(unity_WorldToObject, o.vertex);
o.vertex = UnityObjectToClipPos(o.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
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