给我一个 unity3d 水流动的shader
时间: 2024-05-30 12:14:29 浏览: 17
好的,这个问题可以回答。以下是一个简单的水流动的shader示例:
Shader "Custom/Water" {
Properties {
_Color ("Water Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_BumpMap ("BumpMap", 2D) = "bump" {}
_Speed ("Speed", Range(0.0,10.0)) = 1.0
_Distortion ("Distortion", Range(0.0,1.0)) = 0.1
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Opaque"}
LOD 100
CGPROGRAM
#pragma surface surf Standard alpha
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float4 pos : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _Color;
float _Speed;
float _Distortion;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Create distortion based on time and position
float4 distortion = tex2D(_BumpMap, IN.uv_BumpMap);
float offset = (_Time.y * _Speed) + (distortion.r * _Distortion);
float2 wave = float2(sinf(offset), cosf(offset));
// Apply distortion to UV coordinates
IN.uv_MainTex += wave * 0.05;
// Sample main texture and apply color
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color.rgb;
// Set transparency based on alpha channel of main texture
o.Alpha = tex2D(_MainTex, IN.uv_MainTex).a;
}
ENDCG
}
FallBack "Diffuse"
}
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