• 流光shader


    Shader "Unlit/liuguang"
    {
    Properties
    {
    _MainTex("Base (RGB)", 2D) = "white" {}
    _FlashColor("Flash Color", Color) = (1,1,1,1)
    _Angle("流光角度", Range(0, 180)) = 45
    _Width("流光宽度", Range(0, 1)) = 0.2
    _LoopTime("持续时间", Float) = 1
    _Interval("间隔", Float) = 3
    }
    SubShader
    {
    Tags
    {
    "Queue" = "Transparent"
    "IgnoreProjector" = "True"
    "RenderType" = "Transparent"
    "PreviewType" = "Plane"
    "CanUseSpriteAtlas" = "True"
    }
    // 源rgba*源a + 背景rgba*(1-源A值)
    Blend SrcAlpha OneMinusSrcAlpha
    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #include "UnityCG.cginc"

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

    struct v2f
    {
    float4 vertex : SV_POSITION;
    fixed4 color : COLOR;
    half2 texcoord : TEXCOORD0;
    };

    sampler2D _MainTex;


    float4 _FlashColor;
    float _Angle;
    float _Width;
    float _LoopTime;
    float _Interval;
    //float _BeginTime;
    float inFlash(half2 uv)
    {
    float brightness = 0;

    float angleInRad = 0.0174444 * _Angle;
    float tanInverseInRad = 1.0 / tan(angleInRad);

    //float currentTime = _Time.y - _BeginTime;
    float currentTime = _Time.y;
    float totalTime = _Interval + _LoopTime;
    float currentTurnStartTime = (int)((currentTime / totalTime)) * totalTime;
    float currentTurnTimePassed = currentTime - currentTurnStartTime - _Interval;

    bool onLeft = true;
    float xBottomFarLeft = 0;
    float xBottomFarRight = 1.8;
    float percent = currentTurnTimePassed / _LoopTime;
    float xBottomRightBound = xBottomFarLeft + percent * (xBottomFarRight - xBottomFarLeft);
    float xBottomLeftBound = xBottomRightBound - _Width;

    float xProj = uv.x + uv.y * tanInverseInRad;

    if (xProj > xBottomLeftBound && xProj < xBottomRightBound)
    {
    brightness = 1.0 - abs(2.0 * xProj - (xBottomLeftBound + xBottomRightBound)) / _Width;
    }

    return brightness;
    }
    v2f vert(appdata_t IN)
    {
    v2f OUT;
    OUT.vertex = UnityObjectToClipPos(IN.vertex);
    OUT.texcoord = IN.texcoord;
    #ifdef UNITY_HALF_TEXEL_OFFSET
    OUT.vertex.xy -= (_ScreenParams.zw - 1.0);
    #endif
    OUT.color = IN.color * _FlashColor;
    return OUT;
    }

    fixed4 frag(v2f IN) : SV_Target
    {
    half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
    half4 texCol = tex2D(_MainTex, IN.texcoord);
    float brightness = inFlash(IN.texcoord);

    color.rgb = texCol.rgb + _FlashColor.rgb * brightness;
    color.a = texCol.a;
    return color;
    }
    ENDCG
    }
    }
    FallBack "Unlit/Transparent"
    }

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  • 原文地址:https://www.cnblogs.com/mcyushao/p/14691234.html
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