mul (UNITY_MATRIX_MVP,upPos):
參数说明
由第一个參数UNITY_MATRIX_MVP 矩阵去影响第二个參数upPos向量(或者矩阵)
Shader "Sbin/vf35" {
SubShader { pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag #include "UnityCG.cginc" struct v2f{
float4 pos : POSITION;
float4 col : COLOR; }; v2f vert(appdata_base v){
//---------------------旋转xz面顶点start-----------------------------
/*
float angle = length(v.vertex)*_SinTime.w;
//沿y轴旋转矩阵:
float4x4 m =
{
float4(cos(angle),0,sign(angle),0),
float4(0,1,0,0),
float4(-sign(angle),0,cos(angle),0),
float4(0,0,0,1)
};
v.vertex = mul(m,v.vertex); //优化计算
float x = v.vertex.x*cos(angle)+v.vertex.z*sign(angle);
float z = v.vertex.x*-sign(angle)+v.vertex.z*cos(angle); v.vertex.x = x;
v.vertex.z = z;
*/
//---------------------旋转xz面顶点end----------------------------- //---------------------缩放xz面顶点start-----------------------------
float angle = v.vertex.z + _Time.y;
float4x4 sm =
{
sin(angle)/8+0.5,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1,
}; v.vertex = mul(sm,v.vertex); //优化计算,不知道为什么不对?
//float x = (sign(angle)/2+0.5)*v.vertex.x;
//---------------------缩放xz面顶点start----------------------------- v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.col = fixed4(0,1,1,1); return o;
} fixed4 frag(v2f v):COLOR
{
return v.col;
} ENDCG
}
}
}
沿y轴旋转xz面顶点效果:
水波纹效果: