我有一个着色器脚本,可以用来弯曲世界。但是问题在于该脚本只能上下弯曲。如何添加以便可以左右移动?
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "Custom/Bendy Diffuse - Radial"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_ReflectionColor ("Reflection Tint Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert vertex:vert addshadow
#pragma multi_compile __ HORIZON_WAVES
#pragma multi_compile __ BEND_ON
// Global properties to be set by BendControllerRadial script
uniform half3 _CurveOrigin;
uniform fixed3 _ReferenceDirection;
uniform half _Curvature;
uniform fixed3 _Scale;
uniform half _FlatMargin;
uniform half _HorizonWaveFrequency;
// Per material properties
sampler2D _MainTex;
fixed4 _Color;
fixed4 _ReflectionColor;
struct Input
{
float2 uv_MainTex;
};
half4 Bend(half4 v)
{
half4 wpos = mul (unity_ObjectToWorld, v);
half2 xzDist = (wpos.xz - _CurveOrigin.xz) / _Scale.xz;
half dist = length(xzDist);
fixed waveMultiplier = 1;
dist = max(0, dist - _FlatMargin);
wpos.y -= dist * dist * _Curvature * waveMultiplier;
wpos = mul (unity_WorldToObject, wpos);
return wpos;
}
void vert (inout appdata_full v)
{
#if defined(BEND_ON)
v.vertex = Bend(v.vertex);
#endif
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
fixed4 detail = tex2D(_MainTex, IN.uv_MainTex);
fixed4 refl = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = detail.rgb * _Color.rgb;
o.Alpha = 1;
o.Emission = refl.rgb * _ReflectionColor.rgb;
}
ENDCG
}
Fallback "Mobile/Specular/Diffuse"
}
答案 0 :(得分:0)
如果我正确理解了您的问题,则您正在尝试制造弯曲地球的幻觉。您有xzDist,将这个向量乘以未修改的Y。因此,基本上,如果它是从原点离开的,请将其向左弯曲。较高的点将更远离中心弯曲,赤道以下的点可能会弯曲到中心。无法保证这看起来会正确。