UnityShader 學習筆記 19 頂點動畫之正確陰影(旗幟篇)
阿新 • • 發佈:2018-12-25
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" }