着色器实现Swaying效果,如图
属性栏如图
完整代码
Shader "Swaying" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _Color("Main Color", Color) = (1,1,1,1) _Alpha("General Alpha", Range(0,1)) = 1 _GrassSpeed("Speed", Range(0,50)) = 2 _GrassWind("Bend amount", Range(0,50)) = 20 _WaveAmount("Wave Amount", Range(0, 25)) = 7 _WaveSpeed("Wave Speed", Range(0, 25)) = 10 _WaveStrength("Wave Strength", Range(0, 25)) = 7.5 _WaveX("Wave X Axis", Range(0, 1)) = 0 _WaveY("Wave Y Axis", Range(0, 1)) = 0.5 _ClipUvLeft("Clipping Left", Range(0, 1)) = 0 _ClipUvRight("Clipping Right", Range(0, 1)) = 0 _ClipUvUp("Clipping Up", Range(0, 1)) = 0 _ClipUvDown("Clipping Down", Range(0, 1)) = 0 } SubShader { Tags {"Queue" = "Transparent" "RenderType"="Opaque" "IgnoreProjector" = "True" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half4 color : COLOR; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; half4 color : COLOR; }; sampler2D _MainTex; half4 _MainTex_ST, _MainTex_TexelSize, _Color; half _Alpha; float _RandomSeed; half _GrassSpeed, _GrassWind, _GrassRadialBend; float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; return o; } half4 frag (v2f i) : SV_Target { float2 uvRect = i.uv; half2 center = half2(0.5, 0.5); half windOffset = sin((_Time + _RandomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); half2 delta = i.uv - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; i.uv = i.uv + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv; uvWave %= 1; uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + _RandomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); i.uv = i.uv + uvWave * sin(angWave) * (_WaveStrength / 1000.0); half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.y); clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); half4 col = tex2D(_MainTex, i.uv) * i.color; half originalAlpha = col.a; col.a *= _Alpha; col *= _Color; return col; } ENDCG } } Fallback "Sprites/Default" }