1. 程式人生 > >UnityShader 學習筆記 19 頂點動畫之正確陰影(旗幟篇)

UnityShader 學習筆記 19 頂點動畫之正確陰影(旗幟篇)



Shader "_MyShader/8_Animation/Extra_Flag"

{

    Properties

    {

        _MainTex ("Texture", 2D) = "white" {}

    }

    SubShader

    {

        Tags { "RenderType"="Opaque"  "DisableBatching"="True"}



        Pass

        {

            Cull off



            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;

            };



            sampler2D _MainTex;

            float4 _MainTex_ST;



            v2f vert (appdata v)

            {

                v2f o;



                float xx = 1 - ((v.vertex.x + 5) / 10);

                v.vertex.y = sin(v.vertex.x + _Time.w * 3) * xx;



                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);

                o.uv = TRANSFORM_TEX(v.uv, _MainTex);

                return o;

            }



            fixed4 frag (v2f i) : SV_Target

            {

                fixed4 col = tex2D(_MainTex, i.uv);

                return col;

            }

            ENDCG

        }

        pass {

            Tags{ "LightMode"="ShadowCaster" }

            CGPROGRAM

            #pragma vertex vert

            #pragma fragment frag

            #pragma multi_compile_shadowcaster



            #include "UnityCG.cginc"



            struct v2f{

                V2F_SHADOW_CASTER;

            };



            sampler2D _MainTex;

            float4 _MainTex_ST;



            v2f vert (appdata_base v)

            {

                v2f o;



                float xx = 1 - ((v.vertex.x + 5) / 10);

                v.vertex.y = sin(v.vertex.x + _Time.w * 3) * xx;



                TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);



                return o;

            }



            fixed4 frag(v2f i) : SV_Target {

                SHADOW_CASTER_FRAGMENT(i);

            }



            ENDCG

        }

    }

    FallBack "VertexLit"

}