【Shader】유 니 티 를 사용 하여 수류 마그마 등 유동 효 과 를 생 성 합 니 다.

Shader "Custom/Stream" {
	Properties {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _MainTint ("Diffuse Tint", Color) = (1,1,1,1)
		_ScrollXSpeed ("X Scroll Speed", Range(0,10)) = 2
		_ScrollYSpeed ("Y Scroll Speed", Range(0,10)) = 2
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows
		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

        //       CG      
		sampler2D _MainTex;
        fixed4 _MainTint;
        fixed _ScrollXSpeed;
        fixed _ScrollYSpeed;

        //           ,       
		struct Input {
			float2 uv_MainTex;
		};

        // inout            ,                    
        //     inout         ,    inout                         
		void surf (Input IN, inout SurfaceOutputStandard o) {
        
            //   UV      (       float2  fixed2   )
            float2 scrolledUV = IN.uv_MainTex;

            //                 ,   xy      
            // _Time:   Unity          
            fixed xScrollValue = _ScrollXSpeed * _Time;
            fixed yScrollValue = _ScrollYSpeed * _Time;

            // fixed2(x,y):          , xy            
            scrolledUV += fixed2(xScrollValue,yScrollValue);

            // tex2D(sampler2D,fixed2)     :      
            //                
			half4 c = tex2D (_MainTex, scrolledUV)* _MainTint;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

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