一、创建SinWater.shader
Shader "Custom/SinWater"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//控制波动周期长度
_DistanceFactor ("Distance Factor", float) = 1.0
//控制波动速率(值越大越快)
_TimeFactor ("Time Factor", float) = 0
_AlphaScale ("Alpha Scale", float) = 1.0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
LOD 100
Pass
{
Tags {"LightMode"="ForwardBase"}
ZWrite Off
//开启Alpha混合才能调节透明度
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _DistanceFactor;
float _TimeFactor;
float _AlphaScale;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 dv = float2(0.5, 0.5) - i.uv;
//归一化
float2 dv1 = normalize(dv);
//计算像素离中心点的距离
float dis = sqrt(dv.x * dv.x + dv.y * dv.y);
//利用sin函数让像素波动
float sinFactor = sin(dis*_DistanceFactor + _Time.y * _TimeFactor)*0.01;
//计算像素偏移量(让像素的x、y坐标一起做正弦波动)
float2 offset = dv1 * sinFactor;
fixed4 col = tex2D(_MainTex, offset + i.uv);
//col.a *= _AlphaScale;
//return col;
return fixed4(col.rgb, col.a * _AlphaScale);
}
ENDCG
}
}
}
运行效果