Shader(二) 定点和片元shader实例
sinShader Shader "Custom/SinShader" { 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; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; float dist = distance(v.vertex.xyz,float3(0,0,0)); float h = sin(dist*2 + _Time.z)/5; v.vertex.y = h; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v