Unity Shader学习笔记(三)单一纹理层UV叠加运动

效果图

在这里插入图片描述
视频链接:https://live.csdn.net/v/201701
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代码:
Shader "ShaderLearn/StarUniverse_UV"
{
    
    
    Properties
    {
    
    
        _MainTex("MainTex",2D) = ""{
    
    }
        _A("A",float) = 1
        _B("B",float) = 1
        _T("T",float) = 0.1
    }

    SubShader
    {
    
    
        Tags{
    
    "RenderType" = "Opaque" "Queue" = "Geometry"}

        pass
        {
    
    

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct v2f
            {
    
    
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            float _A;
            float _B;
            float _T;

            v2f vert (appdata_base v)
            {
    
    
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_TARGET
            {
    
    
                float2 uv = i.uv;
                float2 uv01 = uv + _A* sin(_B*uv.x + _Time.x*_T);
                float2 uv02 = uv - _A* sin(_B*uv + _Time.y*_T);
                
                fixed4 col = tex2D(_MainTex,i.uv) + tex2D(_MainTex,uv01) + tex2D(_MainTex,uv02);
                return col/3;
            }
        
            ENDCG

        }
    
    }
}

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转载自blog.csdn.net/m0_54122551/article/details/124368983