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unity中如何实现UGUI遮罩流光特效

发表于:2024-11-30 作者:千家信息网编辑
千家信息网最后更新 2024年11月30日,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。下面是核心shader:Shader "UI/Unlit/F
千家信息网最后更新 2024年11月30日unity中如何实现UGUI遮罩流光特效

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。

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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