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Unity3DUGUI實(shí)現(xiàn)翻書特效

本文實(shí)例為大家分享了Unity3D UGUI翻書展示的具體代碼,供大家參考,具體內(nèi)容如下

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參考大佬的,鏈接找不到了,找到了再加在這。

下邊是Shader代碼:

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
Shader "Personal/PageTurning" {
 Properties 
 {
 _Color ("Color", Color) = (1,1,1,1)
 _MainTex("MainTex",2D)="White"{}
 _SecTex("SecTex",2D)="White"{}
 _Angle("Angle",Range(0,180))=0
 _Warp("Warp",Range(0,10))=0
 _WarpPos("WarpPos",Range(0,1))=0
 _Downward("Downward",Range(0,1))=0
 }
 SubShader
 {
 pass
 {
  Cull Back
 
  CGPROGRAM
  #pragma vertex vert 
  #pragma fragment frag 
  #include "UnityCG.cginc"
 
  struct v2f 
  {
  float4 pos : POSITION;
  float2 uv : TEXCOORD0;
  };
  fixed4 _Color;
  float _Angle;
  float _Warp;
  float _Downward;
  float _WarpPos;
  sampler2D _MainTex;
  float4 _MainTex_ST;
 
  v2f vert(appdata_base v)
  {
  v2f o;
  v.vertex += float4(5,0,0,0);
  float s;
  float c;
  sincos(radians(-_Angle),s,c);
  float4x4 rotate={  
  c,s,0,0,
  -s,c,0,0,
  0,0,1,0,
  0,0,0,1};
  float rangeF=saturate(1 - abs(90-_Angle)/90);
  v.vertex.y += -_Warp*sin(v.vertex.x*0.4-_WarpPos* v.vertex.x)*rangeF;
  v.vertex.x -= rangeF * v.vertex.x*_Downward;
  v.vertex = mul(rotate,v.vertex);
  
  v.vertex += float4(-5,0,0,0);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
  return o;
  }
 
  fixed4 frag(v2f i):COLOR
  {
  fixed4 color = tex2D(_MainTex,-i.uv);
  return _Color * color;
  }
 
 
  ENDCG
 }
 
 pass
 {
  Cull Front
 
  CGPROGRAM
  #pragma vertex vert 
  #pragma fragment frag 
  #include "UnityCG.cginc"
 
  struct v2f 
  {
  float4 pos : POSITION;
  float2 uv : TEXCOORD0;
  };
  fixed4 _Color;
  float _Angle;
  float _Warp;
  float _Downward;
  float _WarpPos;
  sampler2D _SecTex;
  float4 _MainTex_ST;
 
  v2f vert(appdata_base v)
  {
  v2f o;
  v.vertex += float4(5,0,0,0);
  float s;
  float c;
  sincos(radians(-_Angle),s,c);
  float4x4 rotate={  
  c,s,0,0,
  -s,c,0,0,
  0,0,1,0,
  0,0,0,1};
  float rangeF=saturate(1 - abs(90-_Angle)/90);
  v.vertex.y += -_Warp*sin(v.vertex.x*0.4-_WarpPos* v.vertex.x)*rangeF;
  v.vertex.x -= rangeF * v.vertex.x*_Downward;
  v.vertex = mul(rotate,v.vertex);
  
  v.vertex += float4(-5,0,0,0);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
  return o;
  }
 
  fixed4 frag(v2f i):COLOR
  {
  float2 uv = i.uv;
  uv.x = -uv.x;
  fixed4 color = tex2D(_SecTex,-uv);
  return _Color * color;
  }
  ENDCG
 }
 }
}

下面是UI代碼:

using System.Collections;
using UnityEngine;
using UnityEngine.UI;
 
public class FanShuUI : UIBase
{
  private GameObject Plane;
  private Material m_Material;
  private Coroutine effect;
  private Image LeftPage;
  private Image RightPage;
  private void Awake()
  {
    InitUI();
  }
  public override void InitUI()
  {
    Plane = GetGameObject("Plane");
    LeftPage = GetComp("LeftPage");
    RightPage = GetComp("RightPage");
    Plane.SetActive(false);
    m_Material = Plane.GetComponent().material;
  }
  public void PlayPageTurnEffect(bool isLeft = true)
  {
    if (!gameObject.activeSelf)
    {
      return;
    }
    if (effect != null)
    {
      StopCoroutine(effect);
    }
    effect = StartCoroutine(FanShuEffect(0.5f, isLeft));
  }
  public void ShowRightImage(string right)
  {
    RightPage.gameObject.SetActive(true);
    RightPage.sprite = ResourcesMgr.Instance.LoadObj(right);
  }
  public void ShowLeftImage(string left)
  {
    LeftPage.gameObject.SetActive(true);
    LeftPage.sprite = ResourcesMgr.Instance.LoadObj(left);
  }
  private IEnumerator FanShuEffect(float time, bool isLeft)
  {
    LeftPage.gameObject.SetActive(false);
    RightPage.gameObject.SetActive(false);
    Plane.SetActive(true);
    int angle = (int)(180 * 0.1f);
    for (int i = 0; i < 10; i++)
    {
      if (isLeft)
      {
        m_Material.SetFloat("_Angle", angle * i);
      }
      else
      {
        m_Material.SetFloat("_Angle", 180 - angle * i);
      }
      yield return new WaitForSeconds(time * 0.1f);
    }
    if (isLeft)
    {
      m_Material.SetFloat("_Angle", 180);
    }
    else
    {
      m_Material.SetFloat("_Angle", 0);
    }
    Plane.SetActive(false);
    OnEffectOver();
  }
  private void OnEffectOver()
  {
    //--callback
  }
}

左右兩頁紙可以在翻書結(jié)束動態(tài)加載圖片。

下邊是Plane的面板信息:

Unity3D UGUI實(shí)現(xiàn)翻書特效

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持創(chuàng)新互聯(lián)。


文章標(biāo)題:Unity3DUGUI實(shí)現(xiàn)翻書特效
URL標(biāo)題:http://weahome.cn/article/gcojcs.html

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