Shader "Costum/ceshi3"{
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
_AlphaScale("Alpha Scale", Range(0, 1)) = 1
_Wateramplitude("Water amplitude",Range(0.01,1))=1 //水紋的振幅
_Frequency("Water lines frequency",Range(1,10))=1 //水紋震動的頻率
}
SubShader{
Tags { "Queue" = "Transparent" "IngnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 200
Pass{
Tags { "LightMode" = "ForwardBase" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
float _Wateramplitude;
float _Frequency;
struct a2v {
float4 vertex : POSITION;
float4 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 position : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f f;
float dis=distance(v.vertex,float3(0,0,0));
float h= sin(dis*_Frequency+_Time.z)*_Wateramplitude;
v.vertex.y=h;
f.position = UnityObjectToClipPos(v.vertex);
//計算世界空間下的法線
f.worldNormal = UnityObjectToWorldNormal(v.normal);
//計算世界空間下的頂點
f.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//計算變換後的紋理座標
f.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return f;
}
fixed4 frag(v2f i) : SV_Target
{
//歸一
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//紋理顏色
fixed4 textColor = tex2D(_MainTex, i.uv);
//反射顏色
fixed3 albedo = textColor.rgb * _Color.rgb;
//環境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
//漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
return fixed4(ambient + diffuse, textColor.a * _AlphaScale);
}
ENDCG
}
}
FallBack "Transparent/Cutout/VertexLit"
}
UnityShader-透明水面效果
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