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  • shader 实现正旋波效果 水面波动效果

    Shader "Custom/SinShader"
    {
    Properties
    {
    _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
    Tags { "RenderType"="Opaque" }
    LOD 100

    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 : POSITION;
    };

    sampler2D _MainTex;
    float4 _MainTex_ST;


    v2f vert (appdata v)
    {
    v2f o;
    float dis = distance(v.vertex.xyz, float3(0, 0, 0));
    float h = sin(dis + _Time.z);

    o.vertex = mul(unity_ObjectToWorld, v.vertex);
    o.vertex.y = h;
    o.vertex = mul(unity_WorldToObject, o.vertex);

    o.vertex = UnityObjectToClipPos(o.vertex);

    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    return o;

    }

    fixed4 frag (v2f i) : SV_Target
    {
    // sample the texture
    fixed4 col = tex2D(_MainTex, i.uv);
    return col;
    }
    ENDCG
    }
    }
    }

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  • 原文地址:https://www.cnblogs.com/gwen-/p/13687616.html
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