先上最终效果图
1.Shader内置的时间相关函数
_Time: float4类型 (t/20, t, t*2, t*3),
_SinTime :float4类型 (sin(t/8),sin(t/4),sin(t/2),sin(t))
_CosTime :float4类型(cos(t/8),cos(t/4),cos(t/2),cos(t))
2.具体实现
Shader "Unlit/ScaleVertices"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _duringTime;
v2f vert (appdata v)
{
v2f o;
v.vertex.xz *= clamp((_SinTime.w + 2)*0.5, 1.0, 2.0);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
3.遗留问题…