Shader之Unity中如果使模型有弯曲效果

Shader之Unity中如果使模型有弯曲效果_第1张图片代码如下

 

Shader "Custom/Curved" {
 Properties {
  _MainTex ("Base (RGB)", 2D) = "white" {}
  _QOffset ("Offset", Vector) = (0,0,0,0)
  _Brightness ("Brightness", Float) = 0.0
  _Dist ("Distance", Float) = 100.0
 }
 
 SubShader {
  Tags { "Queue" = "Transparent"}
  Pass
  {
   
         Blend SrcAlpha OneMinusSrcAlpha
   CGPROGRAM
   #pragma vertex vert
   #pragma fragment frag
   #include "UnityCG.cginc"
   
   

            sampler2D _MainTex;
   float4 _QOffset;
   float _Dist;
   float _Brightness;
   
   struct v2f {
       float4 pos : SV_POSITION;
       float4 uv : TEXCOORD0;
       float3 viewDir : TEXCOORD1;
       fixed4 color : COLOR;
   };

   v2f vert (appdata_full v)
   {
      v2f o;
      float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
      float zOff = vPos.z/_Dist;
      vPos += _QOffset*zOff*zOff;
      o.pos = mul (UNITY_MATRIX_P, vPos);
      o.uv = v.texcoord;
      return o;
   }
   half4 frag (v2f i) : COLOR0
   {
      half4 col = tex2D(_MainTex, i.uv.xy);
      col *= UNITY_LIGHTMODEL_AMBIENT*_Brightness;
    return col;
   }
   ENDCG
  }
 }
 
 FallBack "Diffuse"
}

 

效果如下图

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