This is simplified version without light, the wave center is (0,0)
Shader "Water/CircleWaveHasHole"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Texture", 2D) = "white" {}
[Gamma]_Metallic("Metallic", Range(0,1)) = 0
_Smoothness("Smoothness", Range(0,1)) = 0
_Wave1("Wave1 (ALQP)", Vector) = (0.2,5,0.2,1)//A:amplitude, L:wavelength, Q:steepness P:Initial phase
_Center1("Wave1 Center", Vector) = (1,1,1,1)//
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#define TAU (2*UNITY_PI)
#define TIME (_Time.y)
struct GerstnerWave {
float amplitude;
float wavelength;
float speed;
float3 dir;
float4 center;
float steepness;
float w;
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _Metallic;
float _Smoothness;
float4 _Wave1;
float4 _Center1;
void GerstnerPositionSum(float3 originalPoint, GerstnerWave wave, inout float3 positionOffset) {
float phi = dot(normalize(originalPoint.xz - float2(0, 0)), originalPoint.xz);
positionOffset.y += wave.amplitude*sin(phi);
}
v2f vert (appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
GerstnerWave wave;
wave.amplitude = _Wave1[0];
wave.wavelength = _Wave1[1];
wave.steepness = _Wave1[2];
wave.speed = _Wave1[3];
wave.center = _Center1;
wave.w = TAU / wave.wavelength;
//float2 dir = abs(normalize(v.vertex.xz - _Center1.xz));
//waves[0].dir = (dir.x, 0, dir.y);
float3 positionOffset = float3(0, 0, 0);
GerstnerPositionSum(v.vertex, wave, positionOffset);
v.vertex.y += positionOffset.y;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(0,0,0,0);
}
ENDCG
}
}
}
I don’t know why has a hole in center, how can the vertex be deleted?

