先上图
原理:就是根据时间算噪音图颜色,来算原图每个像素偏移
比较简单直接上Shader
Shader "Effect/Ocean"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
//噪音图
_NoiseTex("Texture", 2D) = "white" {}
//叠加颜色
_Color("Color",Color) = (1,1,1,1)
//亮度
_Light("Light", Range(0, 10)) = 2
//扭曲强度
_Intensity("intensity", float) = 0.1
//偏移速度
_XSpeed("XSpeed", float) = 0.1
_YSpeed("YSpeed", float) = 0.1
}
SubShader
{
Tags{ "RenderType" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
fl