写的第一个Shader

2018-05-21 15:06:58 浏览数 (1)

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

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 );}

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