unity星空运动
// Upgrade NOTE: replaced ‘_Object2World’ with ‘unity_ObjectToWorld’
// Upgrade NOTE: replaced ‘mul(UNITY_MATRIX_MVP,)’ with 'UnityObjectToClipPos()’
Shader “Unlit/Texture_046”
{
Properties
{
_F(“F”,range(1,10)) = 4
_MainTex(“MainTex”,2D) = “”{}
}SubShader
{Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float _F;float4 _MainTex_ST; struct v2f{ float4 pos : POSITION;float2 uv : TEXCOORD0;}; v2f vert (appdata_full v){v2f o;o.pos = UnityObjectToClipPos(v.vertex);o.uv = v.texcoord.xy;//TRANSFORM_TEX(v.texcoord, _MainTex);return o;}fixed4 frag(v2f IN) : COLOR{float2 uv = IN.uv;float offset_uv = 0.05 * sin(IN.uv* _F + _Time.x*2);uv += offset_uv;fixed4 color1 = tex2D(_MainTex,uv); uv = IN.uv;uv -= offset_uv;fixed4 color2 = tex2D(_MainTex, uv); return (color1+ color2)/2;}ENDCG}
}
}