版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/aa4790139/article/details/50964307
Shader "Sbin/vf36" {
SubShader {
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f{
float4 pos : POSITION;
float4 col : COLOR;
};
v2f vert(appdata_base v){
//v.vertex.y += sin(-length(v.vertex.xz)+_Time.y)/2;
v.vertex.y +=sin((v.vertex.x+v.vertex.z)+_Time.y)/2;
v.vertex.y +=sin((v.vertex.x-v.vertex.z)+_Time.y)/2;
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.col = fixed4(0,v.vertex.y,1,1);
return o;
}
fixed4 frag(v2f v):COLOR
{
return v.col;
}
ENDCG
}
}
}
石头丢进水里效果:
xz方向水波纹效果: