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这篇文章给大家分享的是有关unity中如何实现UGUI遮罩流光特效的内容。小编觉得挺实用的,因此分享给大家做个参考,一起跟随小编过来看看吧。
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下面是核心shader:
Shader "UI/Unlit/Flowlight"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1, 1, 1, 1)
[MaterialToggle] _OffSet("OffSet", float) = 0
[MaterialToggle] PixelSnap("Pixel snap", float) = 0
/* Flowlight */
_FlowlightMaskTex("Mask Texture", 2D) = "white" {}
_FlowlightTex("Add Move Texture", 2D) = "white" {}
_FlowlightColor("Flowlight Color", Color) = (0, 0, 0, 1)
_Power("Power", float) = 1
_SpeedX("SpeedX", float) = 1
_SpeedY("SpeedY", float) = 0
/* --------- */
/* UI */
_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
/* -- */
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
/* UI */
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
/* -- */
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#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;
/* Flowlight */
half2 texflowlight : TEXCOORD1;
/* --------- */
};
fixed4 _Color;
/* Flowlight */
fixed4 _FlowlightColor;
float _Power;
sampler2D _FlowlightTex;
fixed4 _FlowlightTex_ST;
sampler2D _FlowlightMaskTex;
fixed4 _FlowlightMaskTex_ST;
fixed _SpeedX;
fixed _SpeedY;
fixed x = 0;
float _OffSet;
/* --------- */
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
/* Flowlight */
OUT.texflowlight = TRANSFORM_TEX(IN.texcoord, _FlowlightTex);
OUT.texflowlight.x += _Time * _SpeedX;
OUT.texflowlight.y += _Time * _SpeedY;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord)*IN.color;
fixed4 cmask = tex2D(_FlowlightMaskTex, IN.texcoord);
if (cmask.a != 0)
{
/* Flowlight */
fixed4 cadd = tex2D(_FlowlightTex, IN.texflowlight) * _Power;
cadd.rgb *= c.rgb;
c.rgb += cadd.rgb;
}
c.rgb *= c.a;
/* --------- */
return c;
}
ENDCG
}
}
}
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