// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Frequency("Frequency",float)=1
_Speed("Speed",float)=1
_Arange("Arange",float)=1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#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;
float _Frequency;
float _Speed;
float _Arange;
v2f vert (appdata v)
{
v2f o;
float timer =_Time.x*_Speed;
float weave=_Arange*sin(timer+v.vertex*_Frequency);
v.vertex.y=v.vertex.y+weave;
o.vertex=UnityObjectToClipPos(v.vertex);
o.uv=v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
return col;
}
ENDCG
}
}
}
结果: