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Unity3D Ui利用shader添加效果

时间:2021-10-09 08:51:08|栏目:.NET代码|点击:

本文实例为大家分享了Unity3D Ui利用shader添加效果的具体代码,供大家参考,具体内容如下

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
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 = UnityObjectToClipPos(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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