[Shader] 风吹草效果

原理:
让模型的顶点随着时间变化进行周期性的移动
随时间移动效果
通过sin函数让顶点沿着z轴来回移动,但这是草是整体左右移动,并不是摇摆效果
void vert(inout appdata_full v)
{
v.vertex.z = sin(_Time.y);
}
增加摇摆效果
草的底部uv的x是1,顶部是0,所以1-uv.x就可以让草的底部不变,越靠上移动幅度越大
void vert(inout appdata_full v)
{
v.vertex.z += sin(_Time.y) * (1 - v.texcoord.x);
}
完整代码,增加控制摇摆力度和速度
Shader "Custom/L3 T1"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_WindFrequency ("WindFrequency", Range(0.01,10)) = 1
_WindAmplitude ("WindAmplitude", Range(0,0.5)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _WindFrequency;
float _WindAmplitude;
void vert(inout appdata_full v)
{
const float PIx2 = 3.14159 * 2;
v.vertex.z = _WindAmplitude * sin(_Time.y * _WindFrequency * PIx2) * (1 - v.texcoord.x);
}
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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