顶点扭曲

1.顶点绕Y轴旋转

Shader "Custom/test1" {

    SubShader {
        pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag 

            #include "unitycg.cginc"

            struct v2f{
                float4 pos:POSITION;
                fixed4 col:COLOR;
            };


            v2f vert(appdata_base v)
            {
                //声明一个随时间变化的角度
                float angle = length(v.vertex)*_SinTime.w;

                //声明一个绕着y轴的旋转矩阵

                float4x4 m={
                    float4(cos(angle),0,sin(angle),0),
                    float4(0,1,0,0),
                    float4(-sin(angle),0,cos(angle),0),
                    float4(0,0,0,1)
                };

                //在mvp执行之前先通过旋转来影响顶点信息
                //v.vertex = mul(m,v.vertex);

                //也可以直接对x z做计算 不需要进行矩阵乘法 减少计算量

                float x = cos(angle)*v.vertex.x+sin(angle)*v.vertex.z;
                float z = -sin(angle)*v.vertex.x+cos(angle)*v.vertex.z;

                v.vertex.x = x;
                v.vertex.z = z;
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
                o.col = float4(0,1,1,1);
                return o;
            }

            fixed4 frag(v2f IN):COLOR
            {
                return IN.col;
            }
            ENDCG
        }
    }

}

2.x随时间分量缩放

Shader "Custom/test1" {

    SubShader {
        pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag 

            #include "unitycg.cginc"

            struct v2f{
                float4 pos:POSITION;
                fixed4 col:COLOR;
            };


            v2f vert(appdata_base v)
            {
                //声明一个随时间变化的角度
                float angle = length(v.vertex)*_SinTime.w;

                //声明一个绕着y轴的旋转矩阵

                float4x4 m={
                    float4(cos(angle),0,sin(angle),0),
                    float4(0,1,0,0),
                    float4(-sin(angle),0,cos(angle),0),
                    float4(0,0,0,1)
                };

                //在mvp执行之前先通过旋转来影响顶点信息
                //v.vertex = mul(m,v.vertex);

                //也可以直接对x z做计算 不需要进行矩阵乘法 减少计算量

                //float x = cos(angle)*v.vertex.x+sin(angle)*v.vertex.z;
                //float z = -sin(angle)*v.vertex.x+cos(angle)*v.vertex.z;\

                float sangle = v.vertex.z+_Time.y;
                float x = (sin(sangle)/8+0.5)*v.vertex.x;

                v.vertex.x = x;
                //v.vertex.z = z;
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
                o.col = float4(0,1,1,1);
                return o;
            }

            fixed4 frag(v2f IN):COLOR
            {
                return IN.col;
            }
            ENDCG
        }
    }

}

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