Shader2.0-顶点着色器应用:波浪的实现

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/coolbeliever/article/details/81941810

Shader中波浪的实现主要在于根据时间改变顶点着色器的顶点信息,根据三角函数t=asin(bx+c)即可实现,具体见代码:

Shader "Hidden/TestStruct"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Range("WaveNumber",float)=1
		_Frency("Frency",float)=0.5
		_Speed("Speed",float)=1
	}
	SubShader
	{

		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 : SV_POSITION;	
			};

			float _Range;//引用property中的变量,Shader2.0中,凡是要用到Propertiy中的变量,都要添加引用
			float _Frency;
			float _Speed;
			v2f vert (appdata v)
			{
				v2f o;
				float timer = _Speed*_Time.y;//定义计时器
				float wave = _Range * sin(timer + v.vertex.x*_Frency);//根据三角函数算出顶点的y轴位置
				v.vertex.y = v.vertex.y+wave;//把计算的值赋值给顶点着色器的y
				o.vertex = UnityObjectToClipPos(v.vertex);//转换到世界坐标系,所有在Shader2.0中的操作最后都要转换到世界坐标系
				o.uv = v.uv;
				return o;
			}
			
			sampler2D _MainTex;
			fixed4 frag (v2f i) : SV_Target	
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				// just invert the colors
				//col.rgb = 1 - col.rgb;
				return col;
			}
			ENDCG
		}
	}
}

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转载自blog.csdn.net/coolbeliever/article/details/81941810