写一个Unity光波扩散Shader
时间: 2025-01-05 21:48:31 浏览: 5
在Unity中编写一个光波扩散Shader,你可以创建一个自定义着色器脚本,通常基于顶点着色器(Vertex Shader)和片段着色器(Fragment Shader)。下面是一个简单的例子,展示如何实现一个基础的光波扩散效果:
```glsl
Shader "Custom/LightWaveDiffuse"
{
Properties
{
_Color("颜色", Color) = (1,1,1,1)
_Intensity("强度", Range(0, 1)) = 1
_Speed("速度", Float) = 0.5
_Scale("缩放", Vector2) = (1, 1)
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Opaque"}
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed4 _Color;
float _Intensity;
float _Speed;
vec2 _Scale;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 光波扩散算法
float time = _Time.y * _Speed;
float waveAmplitude = sin(_Time.y * _Speed * _Scale.x);
float waveFrequency = _Scale.y;
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
col.rgb += waveAmplitude * sin(dot(col.rgb, normalize(i.uv)) + time * waveFrequency);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
// 使用这个Shader
{
rendermode additive;
material { shader Custom/LightWaveDiffuse; color [_Color]; }
}
```
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