【shader】 顶点偏移和UV扭曲

【shader】  海面波浪效果,包含UV正旋位移和顶点偏移;

以下为代码块

Shader "MyTestShader/WaterShader"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_NoiseTex("噪声纹理",2d)="white"{}
		_XOffset("XUV偏移",Range(0,1))=0
		_YOffset("YUV偏移",Range(0,1))=0
	}
	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 : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _NoiseTex;
			
			float _XOffset;
			float _YOffset;
			
			v2f vert (appdata v)
			{
			v2f o;
			float h=distance(v.vertex.x,float(0));
			v.vertex.y=sin(h+_Time.y)/3;

			o.vertex=UnityObjectToClipPos(v.vertex);
			o.uv=TRANSFORM_TEX(v.uv,_MainTex);	//--计算偏移量

			return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 noiseValue=tex2D(_NoiseTex,i.uv).r;
				float2 offset_uv=(noiseValue+_XOffset*_Time.y,noiseValue+_YOffset*_Time.y);
				
				fixed4 col = tex2D(_MainTex, i.uv+offset_uv);
				return col;

			}
			ENDCG
		}
	}
}

 

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