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
}
}
}

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