Unity shader flow mapping

Shader "Custom/Flow Map" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _FlowMap ("Flow Map", 2D) = "grey" {}
        _Speed ("Speed", Range(-1, 1)) = 0.2
    }
 
    SubShader {
        Pass {
            Tags { "RenderType"="Opaque" }
       
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
 
            struct v2f {
                float4 pos : SV_POSITION;
                fixed2 uv : TEXCOORD0;
            };
 
            sampler2D _MainTex;
            sampler2D _FlowMap;
            fixed _Speed;
 
            fixed4 _MainTex_ST;
 
            v2f vert(appdata_base IN) {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, IN.vertex);
                o.uv = TRANSFORM_TEX(IN.texcoord, _MainTex);
                return o;
            }
       
            fixed4 frag(v2f v) : COLOR {
                fixed4 c;
                half3 flowVal = (tex2D(_FlowMap, v.uv) * 2 - 1) * _Speed;
 
                float dif1 = frac(_Time.y * 0.25 + 0.5);
                float dif2 = frac(_Time.y * 0.25);
 
                half lerpVal = abs((0.5 - dif1)/0.5);
 
                half4 col1 = tex2D(_MainTex, v.uv - flowVal.xy * dif1);
                half4 col2 = tex2D(_MainTex, v.uv - flowVal.xy * dif2);
 
                c = lerp(col1, col2, lerpVal);
                return c;
            }
 
            ENDCG
        }
    }
    FallBack "Diffuse"
}

直接上代码了

 

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