• Shader-水流效果


    效果图:(贴图类似于泥石流)

    代码:

     1 Shader "CookbookShaders/Chapter02/ScrollingUVs"
     2 {
     3     Properties
     4     {
     5         _MainTint("Diffuse Tint", Color) = (1,1,1,1)
     6         _MainTex("Base (RGB)", 2D) = "white" {}
     7         _ScrollXSpeed("X Scroll Speed", Range(0, 10)) = 2
     8         _ScrollYSpeed("Y Scroll Speed", Range(0, 10)) = 2
     9     }
    10 
    11         SubShader
    12     {
    13         Tags{ "RenderType" = "Opaque" }
    14         LOD 200
    15 
    16         CGPROGRAM
    17 #pragma surface surf Lambert
    18 
    19     fixed4 _MainTint;
    20     fixed _ScrollXSpeed;
    21     fixed _ScrollYSpeed;
    22     sampler2D _MainTex;
    23 
    24     struct Input
    25     {
    26         float2 uv_MainTex;
    27     };
    28 
    29     void surf(Input IN, inout SurfaceOutput o)
    30     {
    31         //Create a seperate variable to store our uvs 
    32         //before we pass them to the tex2D() function
    33         fixed2 scrolledUV = IN.uv_MainTex;
    34 
    35         //Create variables that store the individual x and y 
    36         //components for the uv's scaled by time
    37         fixed xScrollValue = _ScrollXSpeed * _Time;
    38         fixed yScrollValue = _ScrollYSpeed * _Time;
    39 
    40         //Apply the final uv offset
    41         scrolledUV += fixed2(xScrollValue, yScrollValue);
    42 
    43         //Apply textures and tint
    44         half4 c = tex2D(_MainTex, scrolledUV);
    45         o.Albedo = c.rgb * _MainTint;
    46         o.Alpha = c.a;
    47     }
    48     ENDCG
    49     }
    50         FallBack "Diffuse"
    51 }

    注意:

    内置方法 _Time

    是个4维向量,跟Unity3D中的deltaTime(这是个一维的,数值)不同。

      • float4 _Time : Time (t/20, t, t*2, t*3), use to animate things inside the shaders
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    作者:君莫笑
           出处:https://www.cnblogs.com/Firepad-magic/
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  • 原文地址:https://www.cnblogs.com/Firepad-magic/p/5509976.html
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