https://blog.csdn.net/whl33886/article/details/78445076
Shader "Unlit/MyFire"{ Properties { _MainTex ("_MainTex", 2D) = "white" { } _wave ("_wave", 2D) = "white" { } } SubShader { Tags { "Queue"="Transparent" } pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _MainTex_ST; sampler2D _MainTex; sampler2D _wave; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 _uv_MainTex : TEXCOORD0; float2 _uv_STD : TEXCOORD1; }; v2f vert (appdata_t IN) { v2f OUT; OUT.pos = UnityObjectToClipPos(IN.vertex); OUT._uv_STD = TRANSFORM_TEX(IN.texcoord,_MainTex); return OUT; } float4 frag (v2f i) : COLOR { float sintz = sin(_Time.z); float sintw = sin(_Time.w); //采样波浪,使火焰流动以及热膨胀膨胀,以下参数根据采样图片不同需要调整 float2 uv_wave = i._uv_STD+fixed2(sintw*0.003,-16)*(_Time.x); uv_wave = uv_wave/fixed2(0.7,0.4); float4 color_uv4 = tex2D(_wave,uv_wave); uv_wave = -(color_uv4.r*fixed2(-0.08,0.12) + (color_uv4.g-0.1)*fixed2(0.2,0)); uv_wave.x *= i._uv_STD.y*1.5; float2 uv_image2 = i._uv_STD + uv_wave; //火焰左右摇动,幅度由uv的Y控制 uv_image2.x += sintw*0.05*i._uv_STD.y; //火焰大小变化 uv_image2.y = uv_image2.y*(sintz*0.06+0.9); fixed4 color_image2 = tex2D(_MainTex,uv_image2); //火焰明暗变化 color_image2.rgb *=(1+ sintz*0.2); return color_image2; } ENDCG } } fallback "Standard" }