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使用UnityShader实现星空效果
实现原理: y=ASin(wx+Q)
//使用不同的频率采样同一张纹理即可 Shader "zclShader/流动的星空Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { float2 uv = i.uv; uv += 0.01*sin(i.uv*3.14 * 9 +_Time.y); fixed4 col_1 = tex2D(_MainTex, uv); uv = i.uv; uv += 0.01*sin(i.uv*3.14*5+_Time.y); fixed4 col_2 = tex2D(_MainTex, uv); return (col_1+ col_2)/2; } ENDCG } } }
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