内置渲染管线

Shader "SunY/C11-VertexAnimationWithShadow"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white"{}
        _Color("Color Tint", Color) = (1, 1, 1, 1)
        _Magnitude("Distortion Magnitude", float) = 1
        _Frequency("Distortion Frequency", float) = 1
        _InvWaveLength("Distortion Inverse Wave Length", float) = 10
        _Speed("Speed", float) = 0.5
    }

    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DissableBathing" = "True" }

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull Off

            CGPROGRAM

            #include "UnityCG.cginc"

            #pragma vertex vert
            #pragma fragment frag

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;

            struct a2v
            {
                float4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v v)
            {
                 v2f o;

                // 计算一个面的正弦,只需要用顶点的一个轴计算偏移就行了
                float x = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength) * _Magnitude;
                v.vertex.x += x;

                // 计算二维水面的波浪
                // float z = sin(_Frequency * _Time.y + (v.vertex.x + vertex.y) * _InvWaveLength) * _Magnitude;
                // v.vertex.z += z;

                o.pos = UnityObjectToClipPos(v.vertex);
                
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.y +=  _Time.y * _Speed;

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 color = tex2D(_MainTex, i.uv);
                color.rgb *= _Color.rgb;

                return color;
            }

            ENDCG
        }

        Pass
        {
            Tags { "LightMode" = "ShadowCaster" }

            CGPROGRAM

            #include "UnityCG.cginc"

            #pragma multi_compile_shadowcaster
            #pragma vertex vert
            #pragma fragment frag

            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                V2F_SHADOW_CASTER;
            };

            v2f vert(a2v v)
            {
                v2f o;

                float x = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength) * _Magnitude;
                v.vertex.x += x;

                TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                SHADOW_CASTER_FRAGMENT(i)
            }

            ENDCG
        }
    }
}

URP渲染管线

Shader "SunY/C11-U-VertexAnimationWithShadow"
{
    Properties
    {
       _MainTex("Main Tex", 2D) = "white"{}
       _Color("Color Tint", Color) = (1, 1, 1, 1)
       _Magnitude("Distortion Magnitude", float) = 1
       _Frequency("Distortion Frequency", float) = 1
       _InvWaveLength("Distortion Inverse Wave Length", float) = 10
       _Speed("Speed", float) = 0.5
    }

    SubShader
    {
       Tags { "Queue" = "Transparent" "IgnorProjector" = "True" "RenderType" = "Transparent" "DissableBathing" = "True" "RenderPipeline" = "UniversalPipeline" }

       Pass
       {
            Tags { "LightMode" = "UniversalForward" }
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull Off

            HLSLPROGRAM

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            #pragma vertex vert
            #pragma fragment frag

            CBUFFER_START(UnityPerMaterial)
            float4 _MainTex_ST;
            half4 _Color;
            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;
            CBUFFER_END

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);

            struct a2v
            {
                float4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v v)
            {
                v2f o;

                float x = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength) * _Magnitude;
                v.vertex.x += x;
                o.pos = TransformObjectToHClip(v.vertex);

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.y += _Time.y * _Speed;

                return o;
            }

            half4 frag(v2f i) : SV_Target
            {
                half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                color.rgb *= _Color.rgb;

                return color;
            }
            ENDHLSL
       }

       Pass
       {
           Tags{ "LightMode" = "ShadowCaster"  "RenderPipeline" = "UniversalPipeline" }

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct a2v
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal : NORMAL;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            CBUFFER_START(UnityPerMaterial)
            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;
            float3 _LightDirection;
            float4 _ShadowBias;
            half4 _MainLightShadowParams;
            CBUFFER_END

            float3 ApplyShadowBias(float3 positionWS, float3 normalWS, float3 lightDirection)
            {
                float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS));
                float scale = invNdotL * _ShadowBias.y;
                positionWS = lightDirection * _ShadowBias.xxx + positionWS;
                positionWS = normalWS * scale.xxx + positionWS;
                return positionWS;
            }

            v2f vert(a2v v)
            {
                v2f o = (v2f)0;

                float x = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength) * _Magnitude;
                v.vertex.x += x;

                float3 worldPos = TransformObjectToWorld(v.vertex.xyz);
                half3 normalWS = TransformObjectToWorldNormal(v.normal);
                worldPos = ApplyShadowBias(worldPos, normalWS, _LightDirection);

                o.vertex = TransformWorldToHClip(worldPos);
                return o;
            }

            real4 frag(v2f i) : SV_Target
            {
                return 0;
            }
            ENDHLSL
        }
    }
}