第一个茶壶是可以运动的纹理,用时间的正弦值和余弦值加在纹理坐标上产生偏移实现的,可以考虑用来实现水面的各种效果
第二个茶壶是颜色和纹理的混合,多层纹理的混合应该也是同样的道理,就是把颜色值相乘就可以了
AniPass |
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float4x4 matViewProjection;float fSinTime0_X;float fCosTime0_X; struct VS_INPUT { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0;}; struct VS_OUTPUT { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; VS_OUTPUT vs_main( VS_INPUT Input ){ VS_OUTPUT Output; Output.Position = mul( Input.Position, matViewProjection ); Output.TexCoord = float2(Input.TexCoord.x fSinTime0_X, Input.TexCoord.y fCosTime0_X); return( Output );} |
sampler Texture0; struct PS_INPUT{ float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0;}; float4 ps_main(PS_INPUT Input) : COLOR0{ return( tex2D(Texture0, Input.TexCoord) );} |
BlendPass |
float4x4 matViewProjection;float4 teapotPos; struct VS_INPUT { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0;}; struct VS_OUTPUT { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0;}; VS_OUTPUT vs_main( VS_INPUT Input ){ VS_OUTPUT Output; Output.Position = mul( Input.Position teapotPos, matViewProjection ); Output.TexCoord = Input.TexCoord; return( Output ); } |
float fSinTime0_X;float fCosTime0_X;sampler Texture0; float4 ps_main(float2 TexCoord : TEXCOORD0 ) : COLOR0{ float4 texColor = tex2D( Texture0, TexCoord ); texColor = texColor * float4( 1.0f, fSinTime0_X, fCosTime0_X, 1.0f ); return( texColor );} |