csharp
复制代码
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "AchonorShader/Plant"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BaseColor ("Base Color", Color) = (1, 1, 1, 1)
_WindDirectionX("WindDirectionX", Range(-1,1)) = 0
_WindDirectionZ("WindDirectionZ", Range(-1,1)) = 0
//模型高度
_ModelHeight("ModelHeight", Float) = 1
//根的世界坐标
_RootPosition("RootPosition", vector) = (0, 0, 0, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma enable_d3d11_debug_symbols
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _BaseColor;
float _WindDirectionX;
float _WindDirectionZ;
float _ModelHeight;
float4 _RootPosition;
v2f vert (appdata v)
{
v2f o;
//_Matrix_M = UNITY_MATRIX_M;
float4 worldPos = mul(UNITY_MATRIX_M, v.vertex);
float4 rootWorldPos = _RootPosition;//mul(_Matrix_M, _RootOffset);
float weight = (worldPos.y - rootWorldPos.y) / _ModelHeight;
float weightX = (weight * _WindDirectionX) + 0.5 * 3.1415926f;
float weightZ = -1 * ((weight * _WindDirectionZ) + 1.5 * 3.1415926f);
float3x3 matrixX = float3x3(
float3(sin(weightX), -cos(weightX), 0),
float3(cos(weightX), sin(weightX), 0),
float3(0, 0, 1));
float3x3 matrixZ = float3x3(
float3(1, 0, 0),
float3(0, sin(weightZ), -cos(weightZ)),
float3(0, cos(weightZ), sin(weightZ)));
float3 offsetPos = worldPos - rootWorldPos;
float4 newWorldPos = float4(mul(matrixZ, mul(matrixX, offsetPos)) + rootWorldPos, 1);
o.vertex = mul(UNITY_MATRIX_VP, newWorldPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _BaseColor;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}