刚才写了反射效果的shader,趁热打铁实现了一个波动的水面效果,直接上代码了:
Shader "SepShader/Reflection"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_NoiseTexture("噪声波动",2D) = "white"{}
_CubeMap("CubeMap", Cube) = "white"{}
_Smoothness("Smoothness", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler3D _CubeMap;
sampler2D _NoiseTexture;
float4 _NoiseTexture_ST;
half _Smoothness;
fixed4 _Color;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;