Shader "Demo_Flag/Demo_Flag"
{
Properties
{
_MainTex("MainTex",2D)="White"{}
_MainColor("MainColor",color)=(1,1,1,1)
_ScaleX("ScaleX",float)=1
_ScaleZ("ScaleZ",float)=1
_Slant("Slant",Range(0,3))=1
_SpeedX("Speed",float)=1
_SpeedZ("Speed",float)=1
}
SubShader
{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
float _ScaleX;
float _ScaleZ;
float _SpeedX;
float _SpeedZ;
float _Slant;
v2f vert(appdata_base v)
{
v2f o;
float x = (1 - (v.vertex.x + 5)/10);
v.vertex.y += _ScaleX * x * sin(v.vertex.x + _Time.z*_SpeedX);
v.vertex.y += _ScaleZ * x * sin(v.vertex.z + _Time.y*_SpeedZ);
v.vertex.z += _Slant * x;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):COLOR
{
fixed4 color = tex2D(_MainTex,i.uv);
return color;
}
ENDCG
}
}
{
Properties
{
_MainTex("MainTex",2D)="White"{}
_MainColor("MainColor",color)=(1,1,1,1)
_ScaleX("ScaleX",float)=1
_ScaleZ("ScaleZ",float)=1
_Slant("Slant",Range(0,3))=1
_SpeedX("Speed",float)=1
_SpeedZ("Speed",float)=1
}
SubShader
{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
float _ScaleX;
float _ScaleZ;
float _SpeedX;
float _SpeedZ;
float _Slant;
v2f vert(appdata_base v)
{
v2f o;
float x = (1 - (v.vertex.x + 5)/10);
v.vertex.y += _ScaleX * x * sin(v.vertex.x + _Time.z*_SpeedX);
v.vertex.y += _ScaleZ * x * sin(v.vertex.z + _Time.y*_SpeedZ);
v.vertex.z += _Slant * x;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):COLOR
{
fixed4 color = tex2D(_MainTex,i.uv);
return color;
}
ENDCG
}
}
}
效果图: