UV 애니메이션과 울렁효과

 

정점 셰이더

 

struct VS_INPUT{
   float4 mPosition : POSITION;
   float3 mNormal : NORMAL;
   float2 mUV : TEXCOORD0;
};

 

struct VS_OUTPUT{
   float4 mPosition : POSITION;
   float2 mUV: TEXCOORD0;
   float3 mDiffuse : TEXCOORD1;
   float3 mViewDir : TEXCOORD2;
   float3 mReflection : TEXCOORD3;
};

float gWaveHeight;
float gSpeed;
float gWaveFrequency;
float gUVSpeed;

//uv에니메이션과 울렁 효과를 위한 float 타입의 변수 4개 추가

 

float4x4 gWorldMatrix;
float4x4 gViewMatrix;
float4x4 gProjectionMatrix;
float gTime;

float4 gWorldLightingPosition;
float4 gWorldCameraPosition;


VS_OUTPUT vs_main (VS_INPUT Input){
   VS_OUTPUT Output;
   
   float3 cosTimeX = gWaveHeight * cos(gTime * gSpeed + Input.mUV.x * gWaveFrequency);
   float3 cosTimeY = gWaveHeight * cos(gTime * gSpeed + Input.mUV.y * gWaveFrequency);
   Input.mPosition.xy += cosTimeY + cosTimeX;
    //cos(): 함수를 이용해 uv와 버텍스 애니메이션 구현

    //cosTime  을 하나 더 추가해 y축도 추가로 구현.

   
   Output.mPosition = mul(Input.mPosition, gWorldMatrix);
  
   float3 lightDir = Output.mPosition.xyz - gWorldLightingPosition;
   lightDir = normalize(lightDir);
   
   float3 viewDir = normalize(Output.mPosition.xyz - gWorldCameraPosition.xyz);
   Output.mViewDir = viewDir;
   
   Output.mPosition = mul(Output.mPosition, gViewMatrix);
   Output.mPosition = mul(Output.mPosition, gProjectionMatrix);
  
   float3 worldNormal = mul(Input.mNormal,(float3x3)gWorldMatrix);
   worldNormal = normalize(worldNormal);

   
   Output.mDiffuse = dot(-lightDir, worldNormal);
   Output.mReflection = reflect(lightDir,worldNormal);
  
   Output.mUV = Input.mUV + float2(gTime*gUVSpeed, 0);
  
   return Output;
}

 

 

 

 

 

픽셀 셰이더

 

sampler2D DiffuseSampler;
sampler2D SpecularSampler;

float3 gLightColor;

 

 

struct PS_INPUT{
   float2 mUV : TEXCOORD0;
   float3 mDiffuse : TEXCOORD1;
   float3 mViewDir : TEXCOORD2;
   float3 mReflection : TEXCOORD3;
};

float4 ps_main(PS_INPUT Input):COLOR{

   float4 albedo = tex2D( DiffuseSampler, Input.mUV );
   float3 diffuse = gLightColor*albedo.rgb*saturate(Input.mDiffuse);
  
   float3 reflection = normalize(Input.mReflection);
   float3 viewDir = normalize(Input.mViewDir);
   float3 spacular = 0;
  
   if( diffuse.x > 0){
      spacular = saturate(dot(reflection,-viewDir));
      spacular = pow(spacular, 20.0f);
     
      float4 specularIntensity = tex2D( SpecularSampler, Input.mUV);
      spacular *= specularIntensity.rgb * gLightColor;
   }
   
   float3 ambient = float3(0.1f, 0.1f, 0.1f) * albedo;

   return float4(ambient + diffuse + spacular,1);
}

 

 

 

 

 

 

*HLSL*

cos() : 코사인 함수

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Posted by 프리랜서 디자이너