Shader如何实现简单的波浪顶点动画效果

发表于2018-03-07
评论0 7.2k浏览
在游戏中也会运用到一些正弦余弦曲线,刚好发现可以用shader去实现,下面就来看看Shader是怎么用sin函数实现波浪顶点动画效果的。
注:根据sin函数按照时间改变顶点坐标和颜色即可

实现代码如下:
Properties  
    {  
        _MainTex("Base ( RGB) ", 2D) = "white" {}  
        _tintAmount("Tint Amount", Range(0, 1)) = 0.5  
        _ColorA("Color A", Color) = (1, 1, 1, 1)  
        _ColorB("Color B", Color) = (1, 1, 1, 1)  
        _Speed("Wave Speed", Range(0.1, 80)) = 5  
        _Frequency("Wave Frequency", Range(0, 5)) = 2  
        _Amplitude("Wave Amplitude", Range(-1, 1)) = 1  
    }  
        SubShader{  
        Tags{ "RenderType" = "Opaque" }  
        Cull Off   
        CGPROGRAM  
    #pragma surface surf Standard vertex:vert  
        struct Input  
        {  
            float2 uv_MainTex;  
            float3 vertColor;  
        };  
        sampler2D _MainTex;  
        float4 _ColorA;  
        float4 _ColorB;  
        float _tintAmount;  
        float _Speed;  
        float _Frequency;  
        float _Amplitude;  
        float _OffsetVal;  
        void vert(inout appdata_full v, out Input o)  
        {  
            UNITY_INITIALIZE_OUTPUT(Input, o);  
            float time = _Time * _Speed;  
            float waveValueA = sin(time + v.vertex.x * _Frequency) * _Amplitude;  
            v.vertex.xyz = float3(v.vertex.x, v.vertex.y + waveValueA,  
                v.vertex.z);  
            v.normal = normalize(float3(v.normal.x + waveValueA, v.normal.y,  
                v.normal.z));  
            o.vertColor = float3(waveValueA, waveValueA, waveValueA);  
        }  
        void surf(Input IN, inout SurfaceOutputStandard o)  
        {  
            half4 c = tex2D(_MainTex, IN.uv_MainTex);  
            float3 tintColor = lerp(_ColorA, _ColorB, IN.vertColor).rgb;  
            o.Albedo = c.rgb * (tintColor * _tintAmount);  
            o.Alpha = c.a;  
        }  
    ENDCG  
    }  
        Fallback "Diffuse"  

如社区发表内容存在侵权行为,您可以点击这里查看侵权投诉指引