使用CG语言写一个草摆动的效果
时间: 2023-03-13 14:23:01 浏览: 76
我可以用CG语言写出一个草摆动的效果,具体的代码如下:// 创建一个新的草片
var grass = new Plane(
{
position: [0, 0, 0],
width: 10,
height: 10,
material: new PhongMaterial({
color: 0x097f68,
shininess: 0,
flatShading: true
})
}
);// 设置草片开始的摆动位置
grass.rotation.x = -Math.PI / 2;// 创建一个空的摆动动画
var grassAnimation = new Animation(grass, {
rotation: {
x: Math.PI / 2
}
}, {
duration: 1000,
loop: true
});// 开始播放草片的摆动动画
grassAnimation.play();
相关问题
用CG语言写一段火炬之光的角色皮肤shader
很抱歉,我并不了解CG语言,但我可以为您提供一段Unity ShaderLab语言的火炬之光角色皮肤shader代码:
```
Shader "Custom/HeroSkin" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_GlowIntensity ("Glow Intensity", Range(0.0, 5.0)) = 1.0
_GlowColor ("Glow Color", Color) = (1, 1, 1, 1)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
float _GlowIntensity;
float4 _GlowColor;
struct Input {
float2 uv_MainTex;
float3 worldPos;
float3 worldNormal;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
// Base color
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
// Glow
float3 viewDir = normalize(_WorldSpaceCameraPos - IN.worldPos);
float rim = 1.0 - dot(IN.worldNormal, viewDir);
o.Emission = _GlowColor.rgb * pow(rim, _GlowIntensity);
}
ENDCG
}
FallBack "Diffuse"
}
```
这个shader基于Standard shader,包含一个主纹理和两个自定义属性:_GlowIntensity和_GlowColor。_GlowIntensity属性控制发光强度,而_GlowColor属性控制发光颜色。在surf函数中,我们使用视图方向和表面法线计算出一个rim变量,并将_GlowColor乘以rim的_GlowIntensity次方作为表面发光的强度。
unity 写一个水墨效果shader
下面是一个简单的水墨效果Shader的示例:
```shader
Shader "Custom/Watercolor" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_EdgeDarkness ("Edge Darkness", Range(0, 1)) = 0.1
_InkAmount ("Ink Amount", Range(0, 1)) = 0.5
_InkDensity ("Ink Density", Range(0, 1)) = 0.5
_InkSpread ("Ink Spread", Range(0, 1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
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;
float _EdgeDarkness;
float _InkAmount;
float _InkDensity;
float _InkSpread;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float4 color = tex2D(_MainTex, i.uv);
// Edge Detection
float3 sobel_x = float3(-1, 0, 1);
float3 sobel_y = float3(-1, 0, 1);
float4 edge = 1 - length(tex2D(_MainTex, i.uv + sobel_x.xy * _ScreenParams.zw)) +
length(tex2D(_MainTex, i.uv + sobel_x.zy * _ScreenParams.zw)) +
length(tex2D(_MainTex, i.uv + sobel_y.xy * _ScreenParams.zw)) -
length(tex2D(_MainTex, i.uv + sobel_y.zy * _ScreenParams.zw));
// Ink effect
float ink = saturate((_InkDensity + _InkSpread) - length(edge.rgb) * _InkSpread);
color = lerp(color, float4(0, 0, 0, 1), ink * _InkAmount);
// Edge darkness
float edgeDarkness = saturate((_EdgeDarkness * 2.0 - length(edge.rgb)) * 10.0);
color.rgb = lerp(color.rgb, float3(0, 0, 0), edgeDarkness);
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}
```
这个Shader包括了边缘检测、水墨效果和边缘加深三个特效。你可以在Shader中调整参数来达到不同的效果。