• [Shader]制作一个电流扩散效果


    <1>效果图:需要制作一下(那个LOL选大区不是有个电流扩散的效果吗)

    思路:从圆心开始扩散,圆半径随时间递增,UV坐标大于半径剔除,小于半径Alpha衰减

    代码:

    float2 uv = IN.texcoord.xy;
    fixed4 col = IN.color;
    //从圆心扩散
    float radius = sin(_Time.z / 2 % PI);//值域0-1-0
    //float radius = _Time.y/4%0.5;
    float2 nor = float2(0.5, 0.5) - uv;
    float len = length(nor);//计算向量模长
    float dis = len - radius;
    //扩散到UV坐标外面时 越小alpha越小 [0,-0.5]
    if (dis < 0)
    col.a = 0.5+dis;
    if (col.a > 0)
    col.a += 0.2;
    if (dis > 0)
    col.a = 0;

    clip(col.a - 0.01);

    源码:

    // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

    Shader "Tang/UIFlash"
    {
    Properties
    {
    [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    _Color("Tint", Color) = (1,1,1,1)

    _StencilComp("Stencil Comparison", Float) = 8
    _Stencil("Stencil ID", Float) = 0
    _StencilOp("Stencil Operation", Float) = 0
    _StencilWriteMask("Stencil Write Mask", Float) = 255
    _StencilReadMask("Stencil Read Mask", Float) = 255

    _ColorMask("Color Mask", Float) = 15

    //my member

    [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
    Tags
    {
    "Queue" = "Transparent"
    "IgnoreProjector" = "True"
    "RenderType" = "Transparent"
    "PreviewType" = "Plane"
    "CanUseSpriteAtlas" = "True"
    }

    Stencil
    {
    Ref[_Stencil]
    Comp[_StencilComp]
    Pass[_StencilOp]
    ReadMask[_StencilReadMask]
    WriteMask[_StencilWriteMask]
    }

    Cull Off
    Lighting Off
    ZWrite Off
    ZTest[unity_GUIZTestMode]
    Blend SrcAlpha OneMinusSrcAlpha
    ColorMask[_ColorMask]

    Pass
    {
    Name "Default"
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma target 2.0

    #include "UnityCG.cginc"
    #include "UnityUI.cginc"

    #pragma multi_compile __ UNITY_UI_ALPHACLIP
    #define PI 3.1415926

    struct appdata_t
    {
    float4 vertex : POSITION;
    float4 color : COLOR;
    float2 texcoord : TEXCOORD0;
    UNITY_VERTEX_INPUT_INSTANCE_ID
    };

    struct v2f
    {
    float4 vertex : SV_POSITION;
    fixed4 color : COLOR;
    float2 texcoord : TEXCOORD0;
    float4 worldPosition : TEXCOORD1;
    UNITY_VERTEX_OUTPUT_STEREO
    };

    fixed4 _Color;
    fixed4 _TextureSampleAdd;
    float4 _ClipRect;

    v2f vert(appdata_t IN)
    {
    v2f OUT;
    UNITY_SETUP_INSTANCE_ID(IN);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
    OUT.worldPosition = IN.vertex;
    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

    OUT.texcoord = IN.texcoord;

    OUT.color = IN.color * _Color;
    return OUT;
    }

    sampler2D _MainTex;

    fixed4 frag(v2f IN) : SV_Target
    {
    float2 uv = IN.texcoord.xy;
    fixed4 col = IN.color;
    //从圆心扩散
    float radius = sin(_Time.z / 2 % PI);
    //float radius = _Time.y/4%0.5;
    float2 nor = float2(0.5, 0.5) - uv;
    float len = length(nor);
    float dis = len - radius;
    //扩散到UV坐标外面时 越小alpha越小 [0,-0.5]
    if (dis < 0)
    col.a = 0.5+dis;
    if (col.a > 0)
    col.a += 0.2;

    if (dis > 0)
    col.a = 0;

    clip(col.a - 0.01);

    half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * col;
    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

    #ifdef UNITY_UI_ALPHACLIP
    clip(color.a - 0.001);
    #endif

    return color;
    }
    ENDCG
    }
    }
    }

     

    ---------------------------------分割线-----------------------------------

    更多shader效果,请看我的github:https://github.com/tianjiuwan

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  • 原文地址:https://www.cnblogs.com/cocotang/p/7327679.html
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