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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
}
}
}