原地址:http://www.unity蛮牛.com/blog-2321-336.html
Shader "Custom/TextureEffect" {
Properties {
_MainTint("Diffuse Tint",Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_ScrollXSpeed("X Scroll Speed",Range(0,10)) = 2
_ScrollYSpeed("Y Scroll Speed",Range(0,10)) = 2}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200CGPROGRAM
#pragma surface surf Lambertsampler2D _MainTex;
fixed4 _MainTint;
fixed _ScrollXSpeed;
fixed _ScrollYSpeed;struct Input {
float2 uv_MainTex;
};void surf (Input IN, inout SurfaceOutput o) {
fixed2 scrolledUV = IN.uv_MainTex;
fixed XScrollValue =_ScrollXSpeed * _Time;
fixed YScrollValue =_ScrollYSpeed * _Time;scrolledUV += fixed2(XScrollValue,YScrollValue);
half4 c = tex2D (_MainTex,scrolledUV);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
河流Shader
时间: 2024-08-27 04:52:01