1.方程式:
y=Αsin(ωχ+φ)
φ:决定波形与X轴位置关系 或 横向移动距离 (左加右减)
ω:决定周期(最小周期 T = 2π / | ω |)
Α:决定峰值(即纵向拉伸压缩的倍数)
2.顶点着色器:
(1)计算顶点的位置
(2)矩阵转换
3.片段着色器:
(1)纹理寻址
(2)灯光作用
4.Shader2.0 对 property 变量需要 引用
Shader "Hidden/Wave"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Arange("Amplitute",float) = 1
_Frenquncy("Frenquncy",float) = 0.
_Speed("Speed",float) = 0.5
}
SubShader
{
// No culling or depth
//Cull Off ZWrite Off ZTest Always
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;
};
float _Arange;
float _Frenquncy;
float _Speed;
v2f vert (appdata v)
{
v2f o;
float timer = _Time.y * _Speed; //_Time 表示时间周期
float waver = _Arange * sin(timer + v.vertex.x * _Frenquncy);
v.vertex.y = v.vertex.y + waver;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
//col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}