水波shader
Shader "Unlit/WaterEffect"
{
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_StartX("StartX",Float) = 0.5
_StartY("StartY",Float) = 0.5
_WaveStrength("Wave Strength",Float) = 0.01
_WaveFactor("Wave Factor",Float) = 50
_TimeScale("Time Scale",Float) = 10
}
SubShader {
Tags{"Queue" = "Transparent +200"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex:SV_POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
Float _StartX;
Float _StartY;
float _WaveStrength;
float _WaveFactor;
float _TimeScale;
v2f vert (appdata v)
{
v2f o;
o.uv = v.uv;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f IN):COLOR
{
//计算出fixed2(0.5,0.5)到uv每个点的单位向量方向
fixed2 uvDir = normalize(IN.uv - fixed2(_StartX,_StartY));
//计算出fixed2(0.5,0.5)到uv每个点的距离
fixed dis = distance(IN.uv,fixed2(_StartX,_StartY));
fixed2 uv = IN.uv+_WaveStrength*uvDir*sin(_Time.y*_TimeScale + dis*_WaveFactor);
return tex2D(_MainTex, uv);
}
ENDCG
}
}
FallBack "Diffuse"
}